Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-02-24 | Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵ | Juan Linietsky | |
#25897 and many others | |||
2019-02-21 | Implement a cleaner (and better) way to save imagedata from ImageTexture, ↵ | Juan Linietsky | |
fixes #18801 | |||
2019-02-12 | Scene: Ensure classes match their header filename | Rémi Verschelde | |
Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h` | |||
2019-01-26 | Changed ImageTexture image cache type to the correct one, fixes #24971 | Daniel Rakos | |
The original attempt to fix the issue was accidentally using the wrong type for the image cache. This change fixes that. | |||
2019-01-25 | Ability to keep images in ImageTexture cached while using editor, fixes #25243 | Juan Linietsky | |
2019-01-03 | Add thumbnails to LargeTexture | Timo Schwarzer | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-15 | Added basic support for custom resource savers and loaders | Marc Gilleron | |
2018-09-29 | Made Debugger's Video Memory tab show correct resource paths. | DualMatrix | |
Made Debugger's Video Memory tab show correct resource paths. The Icons are still missing but that is due to the get_icon(type, "EditorIcons") for type = "Texture" being missing. Adding that icon would fix it. | |||
2018-09-13 | Mark AnimatedTexture frame_* properties as internal | Rémi Verschelde | |
This way they no longer appear in the documentation, and the related setters and getters do. | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-23 | Added a function to cache texture opacity at a pixel, and modified editor to ↵ | Juan Linietsky | |
use it. Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance. | |||
2018-08-23 | Switched AnimatedTexture to a readers-writers lock, solves a race condition ↵ | Juan Linietsky | |
and fixes #20221 | |||
2018-08-14 | Merge pull request #18096 from aaronfranke/master | Juan Linietsky | |
[Core] Split up math_2d.h | |||
2018-08-14 | -Deprecate ImageTexture::load | Juan Linietsky | |
-Add warning to Image::load when loading resources -Add script binding for get_configuration_warning | |||
2018-08-11 | [Core] Completely kill math_2d.h, change includes | Aaron Franke | |
2018-08-06 | Added proper import support for 3D and Array textures | Juan Linietsky | |
2018-07-30 | add 3D textures | Thomas Herzog | |
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky | |
2018-05-14 | ImageTexture.load returns an error code. | Pieter-Jan Briers | |
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! | |||
2017-12-04 | Added a higher level wrapper for proxy texture | Juan Linietsky | |
2017-11-05 | Added filter_clip to AtlasTexture | MrCdK | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-07-30 | Style: Apply clang-format on all files | Rémi Verschelde | |
Thus fixing some invalid changes that had still made it to the master branch. | |||
2017-06-26 | Curve features | Marc Gilleron | |
- Ability to set tangents as linear - Indicative min and max values - CurveTexture doesn't need min and max anymore | |||
2017-06-24 | GradientTexture now uses a Gradient | Marc Gilleron | |
- Added gradient property - Deleted duplicate code | |||
2017-06-24 | Added Curve resource | Marc Gilleron | |
- New resource for curves in y(x) form - CurveTexture now has a Curve - Curve and CurveTexture share the same editor | |||
2017-06-18 | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | |
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | |||
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | |
support in Sprite so far. | |||
2017-06-16 | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | |
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | |||
2017-06-15 | Rename Godot-specific resource extensions | George Marques | |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky | |
-Restored resource previews! | |||
2017-05-23 | Fix stex import into black textures when lossless and lossy are selected, ↵ | Juan Linietsky | |
closes #8801 | |||
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
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 | |||
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-02-01 | Lot of work in new importer, importing textures now works. | Juan Linietsky | |
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 | |||
2016-06-27 | Make most resources (save for packedscenes and scripts) reload if they ↵ | Juan Linietsky | |
change on disk. Closes #4059. | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-02 | -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵ | Juan Linietsky | |
FBOs so all 2D shader effects should now work in every single Android device. |