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path: root/servers/visual/visual_server_raster.cpp
AgeCommit message (Collapse)Author
2017-12-16Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky
Call needs to be routed via visual server to reach the proper thread.
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-11-14Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky
2017-10-30Fix viewport margins drawn after swapping buffersPedro J. Estébanez
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-16Rename cull_AABB to cull_aabbRémi Verschelde
Part of #8830.
2017-08-07Restored black bars and custom images instead of black bars, closes #1571Juan Linietsky
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-22Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-11Restored everything related to information polling, and added information ↵Juan Linietsky
box for viewport.
2017-06-11Restored multiple viewport function, as well as view modes.Juan Linietsky
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-09-Fixed crash with splash screen on windowsJuan Linietsky
-properly show editor without having to resize window on windows
2017-04-09Restored (And auto-generated) splash imageJuan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Revert "Add/expose VisualServer::get_default_clear_color()"Rémi Verschelde
This reverts commit 753ba67d653c65239f0549313f3cca3330fd27f9, in preparation from the merge of the gles3 branch, as the VisualServer code changed too much to port this commit over during merge conflicts resolution. It could be readded afterwards.
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-12-20work in progress global illuminationJuan Linietsky
2016-11-19working reflection probes!!Juan Linietsky
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-19Everything returning to normal in 3D, still a long way to goJuan Linietsky
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-13Add/expose VisualServer::get_default_clear_color()Pedro J. Estébanez
2016-10-03make editor update by tracking changes in visualserverrasterJuan Linietsky
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-09-10Merge pull request #6250 from Ovnuniarchos/CursorHotspotJuan Linietsky
Mouse hotspot is now honored.
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!
2016-08-23Mouse hotspot is not honored.Ovnuniarchos
2016-07-10Merge pull request #5533 from Hinsbart/cursor_atexJuan Linietsky
Can use AtlasTextures as custom mouse cursor.
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-07-03Can use AtlasTextures as custom mouse cursor.Andreas Haas
fixes #3957
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
2016-05-23-Improve resource previewsJuan Linietsky
-Also fixed draw_texture_rect() tile parameter
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.
2016-03-09fix six possible "divide by zero"Hubert Jarosz