Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |||
2020-02-07 | Implemented hint_range for VisualShaderNodeScalarUniform | Yuri Roubinsky | |
2020-02-07 | Use modules_enabled.gen.h to improve inter dependency checks | Rémi Verschelde | |
- Fix build with gdscript module disabled. Fixes #31011. - Remove unused `gdscript` compile option. - Fix build with regex module disabled. - Fix ImageLoaderSVG to forward declare thirdparty structs. | |||
2020-02-07 | Completes doc for ItemList and Tree | Haoyu Qiu | |
2020-02-05 | Merge pull request #35908 from YeldhamDev/tileset_hide_properties | Rémi Verschelde | |
Hide TileSet's properties from the inspector | |||
2020-02-05 | Add do..while(0) wrappers to macros without one. | Marcel Admiraal | |
- Add do..while(0) wrapper to ERR_FAIL_NULL macros. - Add do..while(0) wrapper to ERR_FAIL_COND macros. - Add do..while(0) wrapper to ERR_CONTINUE macros. - Add do..while(0) wrapper to ERR_BREAK macros. - Add do..while(0) wrapper to CRASH_COND macros. - Add do..while(0) wrapper to ERR_FAIL macros. - Add do..while(0) wrapper to ERR_PRINT macros. - Add do..while(0) wrapper to WARN_PRINT macros. - Add do..while(0) wrapper to WARN_DEPRECATED macros. - Add do..while(0) wrapper to CRASH_NOW macros. | |||
2020-02-05 | Remove duplicate WARN_PRINT macro. | Marcel Admiraal | |
2020-02-05 | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | |
2020-02-04 | Hide TileSet's properties from the inspector | Michael Alexsander | |
2020-02-03 | Added missing '\n' in visual shader expression node code generation | Yuri Roubinsky | |
2020-02-03 | Added missing '\n' in visual shader fresnel node code generation | Yuri Roubinsky | |
2020-02-01 | Few extra formatting fixes for visual shader node generation | Yuri Roubinsky | |
For 'If' and 'Switch' nodes | |||
2020-02-01 | Added missing '\n' in visual shader custom node code generation | Yuri Roubinsky | |