Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-12 | Bind many more properties to scripts | Bojidar Marinov | |
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-08 | Map POSITION to gl_FragCoord.xy for 2D shaders | Pedro J. Estébanez | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-16 | Style: No break before list brace | Rémi Verschelde | |
clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty` | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky | |
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | |||
2016-09-07 | Expose light shadow color to canvas item shaders | Pedro J. Estébanez | |
2016-03-14 | Automatically create input node when creating a ShaderGraph | Franklin Sobrinho | |
2016-01-06 | Merge pull request #3136 from MarianoGnu/bug_fixing | Rémi Verschelde | |
Fix RGBA Uniform autogeneration in ShaderGraph | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-28 | Fix wrong getters in ShaderGraph | Rémi Verschelde | |
2015-12-26 | Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606) | MarianoGNU | |
2015-12-14 | replaced :var by :Variant in documentation, fixes #2897 | Juan Linietsky | |
2015-11-18 | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color | Saracen | |
Conflicts: drivers/gles2/shader_compiler_gles2.cpp | |||
2015-11-08 | New shader feature: change the colour of shadows on a per-material basis. | Saracen | |
Conflicts: drivers/gles2/shader_compiler_gles2.cpp | |||
2015-11-02 | Added ability to write directly to 4-dimensional position vector from within ↵ | Saracen | |
custom vertex shader code. Bugfixes to shader graph code generation concerning xforms. | |||
2015-10-17 | Fix crash when using a Scalar Uniform node to GraphShader | MarianoGNU | |
2015-08-30 | Compile shaders using default values. | Mariano Javier Suligoy | |
2015-08-29 | Edit default values. WARNING!!! | Mariano Javier Suligoy | |
Do not merge these changes, default values are not compiled into shaders yet! | |||
2015-07-25 | Little fix: don't create an empty undo/redo command when trying to add a ↵ | Mariano Javier Suligoy | |
second Input GraphNode | |||
2015-07-25 | Duplicate GraphNode(s) [Control+D] | Mariano Javier Suligoy | |
2015-05-19 | more fixes | Juan Linietsky | |
-only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939 | |||
2015-05-04 | -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵ | Juan Linietsky | |
fixes #1775 | |||
2015-05-04 | -vec3 uniforms should now work, fixes #1773 | Juan Linietsky | |
2015-04-27 | -made normalmaps easier in 2D, fixes #1467 | Juan Linietsky | |
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-04-12 | fixed UV2 source in shader graph, closes #1633 | Juan Linietsky | |
2015-04-09 | -Fixes bug in ShaderGraph material, when uniform property is not used, fixes ↵ | Juan Linietsky | |
#1634 and #1610 | |||
2015-04-07 | fixed shader graph length node, fixes #1632 | Juan Linietsky | |
2015-04-02 | Beta1 Attempt #1 | Juan Linietsky | |
-=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1 | |||
2015-01-22 | begin work on lighting system for 2D | Juan Linietsky | |
nothing functional yet, just experimenting with API | |||
2015-01-20 | Fixes to texscreen, fixes to white testcube | Juan Linietsky | |
2015-01-20 | Visual Shader Editing for 2D | Juan Linietsky | |
Editing 2D shaders with visual editor seems to work now. | |||
2015-01-19 | Color Ramp and Curve Map added to visual shader editing. | Juan Linietsky | |
Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened. | |||
2015-01-18 | -intentional breakage of shader graph to fix issues, existing graphs will be ↵ | Juan Linietsky | |
broken, sorry :( |