Age | Commit message (Collapse) | Author |
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
Thus fixing some invalid changes that had still made it to the master branch.
|
|
- Ability to set tangents as linear
- Indicative min and max values
- CurveTexture doesn't need min and max anymore
|
|
- Added gradient property
- Deleted duplicate code
|
|
- New resource for curves in y(x) form
- CurveTexture now has a Curve
- Curve and CurveTexture share the same editor
|
|
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
|
|
support in Sprite so far.
|
|
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
|
|
|
|
-Restored resource previews!
|
|
closes #8801
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
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()
|
|
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
|
|
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!
|
|
-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
|
|
change on disk. Closes #4059.
|
|
|
|
|
|
FBOs so all 2D shader effects should now work in every single Android device.
|
|
-Small fix to xml saver (swapping > and <)
|
|
|
|
|
|
|
|
should work faster, and even faster if exported.. as textures have been
optimized.
|
|
|
|
must have made some mistake with git,
not sure why they were not sent..
|
|
-=-=-=-=-=-=-=-=-=-=
-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
|
|
-Built-in version of the library for Windows, Android and iOS (other OSs use system one)
-Small fixes all around
|
|
|