Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-06 | Add VisualServer methods to get the video adapter name and vendor | Hugo Locurcio | |
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404. | |||
2020-01-03 | Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix | Rémi Verschelde | |
Fixed antialiasing option for Polygon2D with concave/hollow shapes | |||
2020-01-01 | Fixed antialiasing option for Polygon2D | PouleyKetchoupp | |
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568 | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-06-16 | Merge pull request #29764 from Calinou/boot-splash-no-filter-option | Rémi Verschelde | |
Add an option to disable boot splash filtering | |||
2019-06-15 | Add an option to disable boot splash filtering | Hugo Locurcio | |
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415. | |||
2019-06-15 | Adding a new Camera Server implementation to Godot. | BastiaanOlij | |
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications. | |||
2019-05-13 | Implement ability to render viewports directly to screen | clayjohn | |
2019-04-30 | Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove | Rémi Verschelde | |
Disable GI probe capturing lights with bake mode disabled | |||
2019-04-23 | Disable GI probe capturing lights with bake mode disabled | Daniel Rakos | |
The bake mode property of lights previously didn't affect GI probes. This change makes the GI probe ignore lights that have their bake mode set to disabled. | |||
2019-04-19 | Added ability for multiple images to be imported as an atlas | Juan Linietsky | |
This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field | |||
2019-04-06 | Add option to have viewport render into supplied texture | Bastiaan Olij | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-02-17 | Fix update of canvas AABB with update_when_visible | JFonS | |
Ensure the AABB of canvas items is always updated when `update_when_visible` is enabled. | |||
2019-01-27 | Properly get proxy texture size for canvas light, fixes #17067 | Juan Linietsky | |
2019-01-22 | Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 | Juan Linietsky | |
2019-01-17 | Fixes to 2D lights, closes #24750 | Juan Linietsky | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-15 | Adding option to re-orient our sky | Bastiaan Olij | |
2018-11-28 | Added luminance capping to avoid glitches on small dots. closes #17996 | Juan Linietsky | |
2018-11-19 | Do not draw particles if they are not processing at all, fixes #19507 | Juan Linietsky | |
2018-11-14 | Merge pull request #23248 from dlasalle/fog | Juan Linietsky | |
Add parameters for fog end depth and use alpha as density. | |||
2018-11-14 | Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617 | Juan Linietsky | |
2018-11-13 | Add parameter for fog max depth and use alpha as density. | Dominique LaSalle | |
2018-11-04 | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D | JFonS | |
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu. | |||
2018-10-02 | Moving lens distortion shader into drivers and adding GLES2 support | Bastiaan Olij | |
2018-09-28 | -Lightmap and lightmap capture support for GLES2 | Juan Linietsky | |
-Added hint to not show some properties when running on low end gfx | |||
2018-09-28 | Reflection probe support in GLES2 back-end. | Juan Linietsky | |
2018-09-13 | Set uniform default values in inspector | JFonS | |
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. | |||
2018-08-29 | Ported CPU particles to 2D | Juan Linietsky | |
2018-07-30 | add 3D textures | Thomas Herzog | |
2018-07-25 | Merge pull request #18368 from Gamblify/RasterizerEngineSync | Rémi Verschelde | |
sync rasterizers with engine | |||
2018-07-23 | Merge pull request #12678 from AndreaCatania/soft | Juan Linietsky | |
Soft body | |||
2018-07-23 | Implemented Soft body | AndreaCatania | |
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer | |||
2018-07-23 | Fix issues with CPUParticles and related conversion from Particles. Closes ↵ | Juan Linietsky | |
#20126 | |||
2018-07-23 | Added some API to visual server so from control VRAM buffer is more easy | AndreaCatania | |
2018-07-17 | Revert "Fix #19507 Not emitted particles affects performance" | Max Hilbrunner | |
2018-07-17 | Merge pull request #19764 from malbach/godot_malbach | Max Hilbrunner | |
Fix #19507 Not emitted particles affects performance | |||
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky | |
2018-07-06 | Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 | Juan Linietsky | |
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-25 | Fix #19507 Not emitted particles affects performance | malbach | |
2018-06-05 | Rasterizers are now in sync with engine | Gustav Lund | |
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed | |||
2018-05-07 | Merge pull request #18495 from Zylann/partial_texture_update | Juan Linietsky | |
Added partial texture update to VisualServer | |||
2018-05-06 | Added option to viewport to keep linear color | Bastiaan Olij | |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-04-29 | Added partial texture update to VisualServer | Marc Gilleron | |