Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-11 | Added normalmap guided roughness mipmap generator, and a global roughness ↵ | Juan Linietsky | |
limiter. | |||
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 | Improved Voxel AO settings. | Juan Linietsky | |
2020-02-11 | AO support for GIProbe (right on time for Godot Sprint!) | Juan Linietsky | |
2020-02-11 | GIProbe now generates a distance field on bake using CPU, for better ↵ | Juan Linietsky | |
compatibility | |||
2020-02-11 | GIProbes working. | Juan Linietsky | |
2020-02-11 | Visual GPU profiler and related profiling support in Vulkan. | Juan Linietsky | |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-02-11 | Rewrote large part of rendering, omni and spot shadows now work. | 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 | Custom material support seems complete. | Juan Linietsky | |
2020-02-11 | Completed material/2D shader support (missing SCREEN_TEXTURE) | Juan Linietsky | |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky | |
2020-02-11 | Modified light rendering to make it more compatible. | Juan Linietsky | |
Modified polygon management to make it more compatible with MoltenVK | |||
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 | 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 | |||
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
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. | |||
2019-11-28 | Fixed antialiased option for Polygon2D / Line2D | PouleyKetchoupp | |
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823 | |||
2019-11-09 | Fixed Particles restart after visibility has been set to off and on again | PouleyKetchoupp | |
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted. Fixed #33476 | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-08-12 | Remove redundant author doc comments | IAmActuallyCthulhu | |
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. | |||
2019-04-23 | Merge pull request #26064 from JFonS/add_frustum_camera_mode | Hein-Pieter van Braam | |
Add FRUSTUM camera mode, allowing tilted frustums | |||
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 | |||
2019-04-05 | Ability to make CanvasLayers have pseudo 3D depth. | Juan Linietsky | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-02-19 | Add FRUSTUM camera mode, allowing tilted frustums | JFonS | |
This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU. | |||
2019-02-12 | Drivers, main, servers: Ensure classes match their header filename | Rémi Verschelde | |
Renamed: - `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h` (same for `coremidi` and `winmidi`) - `main/timer_sync.h` -> `main_timer_sync.h` - `servers/visual/visual_server_global.h` -> `visual_server_globals.h` | |||
2019-02-12 | Core: Ensure classes match their header filename | Rémi Verschelde | |
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp` | |||
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 | |
2018-11-14 | Merge pull request #23248 from dlasalle/fog | Juan Linietsky | |
Add parameters for fog end depth and use alpha as density. | |||
2018-11-13 | Add parameter for fog max depth and use alpha as density. | Dominique LaSalle | |