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path: root/servers/visual/rasterizer.h
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2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-06-05Add texture region support for stylebox renderGeequlim
2016-05-27Changed import workflowJuan Linietsky
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
2016-05-04ability to shrink all images x2 on loadJuan Linietsky
this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.
2016-03-15Merge pull request #3528 from SaracenOne/baked_light_realtime_colourizeRémi Verschelde
Ability to colourize baked lighting in real time.
2016-03-12Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off ↵Saracen
now correctly disables shadows from affecting the instance.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-07Added extra controls to GeometryInstances to control how they should cast ↵Saracen
shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h
2016-02-06Ability to colourize baked lighting in real time.Saracen
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-08-New mask mode for lights, makes using masks MUCH easier.Juan Linietsky
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.
2015-11-18Merge pull request #2629 from firefly2442/float-to-boolJuan Linietsky
float to bool variable type, fixes: #2478
2015-10-21-Ability to debug video memory usageJuan Linietsky
-Small fix to xml saver (swapping > and <)
2015-10-18float to bool variable type, fixes: #2478firefly2442
2015-09-10ios now displays splash screen between launch image and main scene, instead ↵steve
of a black screen
2015-06-24ability to change shadow color in light2dJuan Linietsky
2015-06-11new space shooter demoJuan Linietsky
ortho camera sort fix, closes #2063
2015-05-06optional formal changesehriche
2015-04-20-Changed Godot exit to be clean.Juan Linietsky
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-03Changes to LightJuan Linietsky
-=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
2015-03-21signed distance field font supportJuan Linietsky
2015-03-16New option to send canvas to render bufferJuan Linietsky
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
2015-03-12back buffer copy node, to improve on texscreen()Juan Linietsky
back buffer copy node and respective demo
2015-03-10small optimizations to isometric light demoJuan Linietsky
should work faster, and even faster if exported.. as textures have been optimized.
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
2015-02-21Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky
Tile Rotation
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-02-16-Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz
2015-02-02Working TileMap tile transpose transform.Carl Olsson
2015-01-12-fixed issue with shader not being reset on layers, closes #1199Juan Linietsky
-ability for shader to use parent shader and params, closes #1198
2015-01-12-Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky
there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
2015-01-11-Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky
fixed later. -fixed issue of opacity not working
2015-01-102D Rewrite Step [1]Juan Linietsky
-=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
2014-12-21-ability to set default textures in shader (needed for visual shader editing)Juan Linietsky
-work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs)
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-03missing fils from yesterday comit.Juan Linietsky
must have made some mistake with git, not sure why they were not sent..
2014-09-17More Bug FixesJuan Linietsky
-=-=-=-=-=-=- -Fixed a few bugs in Mixer, now playback of chiptunes works great :) -Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame. -Fixed camera in 3D kinematic character demo.
2014-08-14Little BitsJuan Linietsky
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
2014-06-27Misc FixesJuan Linietsky
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-17FineTune HDR and Other StuffJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- -More parameters to ESM shadows -LightMap Octree now can bake to "hdr" (use HDR8 for now) -New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
2014-06-16More 3D WorkJuan Linietsky
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
2014-06-11Light Baker!Juan Linietsky
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-05-29More 3D ImprovementsJuan Linietsky
-=-=-=-=-=-=-=-=-=-= -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.
2014-05-04Lots of 3D improvements:Juan Linietsky
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2014-04-10-Fixed a few bugs in ViewportJuan Linietsky
-Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky