Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-23 | Replace FALLTHROUGH macro by C++17 [[fallthrough]] | Rémi Verschelde | |
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough. | |||
2020-02-22 | Merge pull request #36441 from YeldhamDev/tabs_unused_constants | Rémi Verschelde | |
Remove unused theme constants in Tab(Container) | |||
2020-02-22 | Remove unused theme constants in Tab(Container) | Michael Alexsander | |
2020-02-21 | Merge pull request #36421 from Chaosus/vs_sort_custom_nods | Yuri Roubinsky | |
Refactor node processing in visual shader member dialog | |||
2020-02-21 | Refactor node processing in visual shader member dialog | Yuri Roubinsky | |
2020-02-21 | Added StringName as a variant type. | Juan Linietsky | |
Also changed all relevant properties defined manually to StringName. | |||
2020-02-21 | Add support for named binds in Skin. | Juan Linietsky | |
Helps better reutilization of skeletons from Maya exported files. | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-20 | Merge pull request #36375 from Xrayez/pimpmaps-typos | Rémi Verschelde | |
Fix MIMPAMPS typos in constants throughout the engine | |||
2020-02-20 | Fixes crash when loading StreamTexture from file | Haoyu Qiu | |
2020-02-20 | Fix MIMPAMPS typos in constants throughout the engine | Andrii Doroshenko (Xrayez) | |
2020-02-18 | Fix compilation warnings and re-enable werror=yes on Travis | Rémi Verschelde | |
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings raised by GCC 8 and 9. Fix -Wunused-function, -Wunused-private-field and -Wtautological-constant-out-of-range-compare raised by Clang. Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison operation). GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising errors and will thus not abort compilation with `werror=yes`. Treat glslang headers are system headers to avoid raising warnings. Re-enables us to build with `werror=yes` on Linux and macOS, thus catching warnings that would be introduced by new code. Fixes #36132. | |||
2020-02-18 | Merge pull request #36317 from godotengine/revert-36182-how_to_text_file | Rémi Verschelde | |
Revert "Remove TextFile from public API" | |||
2020-02-18 | Revert "Remove TextFile from public API" | Rémi Verschelde | |
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-17 | Fix GDCLASS for Texture2D/TextureLayered | Yuri Roubinsky | |
2020-02-16 | Fixes memory leak when loading StreamTexture | Haoyu Qiu | |
2020-02-15 | Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. | Juan Linietsky | |
2020-02-14 | Fix bind method set_override_exposure_enabled of CameraEffects | Handola | |
2020-02-14 | Merge pull request #36182 from KoBeWi/how_to_text_file | Rémi Verschelde | |
Remove TextFile from public API | |||
2020-02-14 | Remove TextFile from public API | Tomasz Chabora | |
2020-02-14 | Fix various GCC compilation warnings after Vulkan merge | Rémi Verschelde | |
Part of #36132. | |||
2020-02-13 | Remove more deprecated methods and code | Rémi Verschelde | |
2020-02-13 | Added virtual method to VisualShaderNodeCustom to enable high-end mark | Yuri Roubinsky | |
2020-02-12 | doc: Add BaseMaterial3D strings ported from SpatialMaterial | Rémi Verschelde | |
Follow-up to #36135. | |||
2020-02-12 | doc: Sync classref with current source | Rémi Verschelde | |
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer. | |||
2020-02-11 | Re-implemented screen space ambient occlusion | Juan Linietsky | |
2020-02-11 | DOF fully implemented, can be edited on the fly. | Juan Linietsky | |
2020-02-11 | WIP CameraEffects implementation (bokeh not working for now) | Juan Linietsky | |
2020-02-11 | -Refactored post processing, re-added glow and added a mix blend mode. | Juan Linietsky | |
2020-02-11 | GIProbes working. | Juan Linietsky | |
2020-02-11 | Rewritten StreamTexture for better code reuse, added basis universal support | Juan Linietsky | |
2020-02-11 | [Vulkan] Fix typo in shading modes | Yuri Roubinsky | |
2020-02-11 | Properly working instancing, and compatibility fixing for old meshes | Juan Linietsky | |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-02-11 | Environment sky more or less working. | Juan Linietsky | |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky | |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky | |
2020-02-11 | Bugfixes and ability to better specify filter and repeat modes everywhere. | Juan Linietsky | |
Removes antialiased flag for draw_* methods. | |||
2020-02-11 | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | |
Still a lot to do | |||
2020-02-11 | Basic 2D engine is more or less working, needs more work for editor to be ↵ | Juan Linietsky | |
usable. | |||
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-10 | - Integrated NavigationServer and Navigation2DServer. | Andrea Catania | |
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU. | |||
2020-02-10 | Merge pull request #36031 from zxcvdev/fix_gpu_particles_some_devices | Rémi Verschelde | |
Fix undefined behavior with atan in GPU Particles | |||
2020-02-09 | Fix 2D CollisionShape controls pointing the wrong way | Aaron Franke | |
They now point down, matching Godot's 2D coordinate system. | |||
2020-02-09 | Merge pull request #35808 from clayjohn/unexpose-compress-base | Rémi Verschelde | |
Unexpose ARRAY_COMPRESS_BASE | |||
2020-02-09 | Fix GPU Particles | zxcvdev | |
The special case atan(y,0) of the built-in shader function atan(y,x) returns different results on different devices. So this commit will add checks when the atan(y,x) function is used in ParticlesMaterial to set the direction of GPU Particles to make sure the desired values are returned (act as atan2(y,x)). | |||
2020-02-07 | Merge pull request #35950 from Chaosus/vs_scalar_uniform_range | Rémi Verschelde | |
Implemented hint_range for VisualShaderNodeScalarUniform |