Age | Commit message (Expand) | Author |
2017-09-08 | Fix unused variable warnings | Hein-Pieter van Braam |
2017-09-05 | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky |
2017-09-02 | Fix typos 'a' and 'an' | Poommetee Ketson |
2017-09-02 | Fix use of unitialized variables | Hein-Pieter van Braam |
2017-09-01 | Fix typo 'begining' to 'beginning' | Poommetee Ketson |
2017-08-31 | Revert "Fix shader function calls being assignable" | Rémi Verschelde |
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL instructio... | Juan Linietsky |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-23 | Fix shader function calls being assignable | Mason Ashbridge |
2017-08-20 | property validate assignment condition in new variables, fixes #9411 | Juan Linietsky |
2017-08-17 | Shader: Fix typo in "facefordward" | Rémi Verschelde |
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky |
2017-06-17 | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ma... | Juan Linietsky |
2017-06-04 | Added depth texture support (using parallax) to default material. | Juan Linietsky |
2017-05-01 | Fix get_shader_type index upper bound | Carter Anderson |
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 |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde |
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde |
2016-11-20 | Huge amount of improvement in the material system. Materials should be | Juan Linietsky |
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky |
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in gen... | Juan Linietsky |
2016-10-07 | -the new shader language seems to work | Juan Linietsky |
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky |
2016-09-07 | Expose light shadow color to canvas item shaders | Pedro J. Estébanez |
2016-07-08 | Remove unused variables (fourth pass) + dead code | Rémi Verschelde |
2016-03-09 | remove trailing whitespace | Hubert Jarosz |
2016-01-01 | Update copyright to 2016 in headers | George Marques |
2015-12-08 | Merge pull request #2865 from hurikhan/pr_fix_2791 | Juan Linietsky |
2015-11-27 | Bug Fix #2541: Shader language function validation logic | Andrea Chua |
2015-11-22 | Added additional token checks for the shader if..else.. statement. Fixes issu... | hurikhan |
2015-11-18 | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color | Saracen |
2015-11-08 | New shader feature: change the colour of shadows on a per-material basis. | Saracen |
2015-11-02 | Added ability to write directly to 4-dimensional position vector from within ... | Saracen |
2015-05-18 | -Rename unexisting by nonexistant, closes #1940 | Juan Linietsky |
2015-05-01 | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky |
2015-04-27 | -made normalmaps easier in 2D, fixes #1467 | Juan Linietsky |
2015-04-26 | -Fixed shader commets, /* */ works well and crash is solved, fixes #1711 | Juan Linietsky |
2015-04-18 | Updated copyright year in all headers | Juan Linietsky |
2015-04-03 | Changes to Light | Juan Linietsky |
2015-03-10 | New Demo, Screen Space Shaders | Juan Linietsky |
2015-03-09 | lot of work on 2D lighting and isometric maps | Juan Linietsky |
2015-03-03 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky |
2015-03-03 | merges from okam repo | Juan Linietsky |
2015-01-20 | Visual Shader Editing for 2D | Juan Linietsky |