Age | Commit message (Expand) | Author |
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes #99... | Juan Linietsky |
2017-08-27 | Dead code tells no tales | Rémi Verschelde |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-26 | -Massive clean up to gizmos | Juan Linietsky |
2017-08-19 | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky |
2017-08-19 | Added polygon antialiasing, but it does not work on nvidia. Will have to try ... | Juan Linietsky |
2017-08-07 | Restored black bars and custom images instead of black bars, closes #1571 | Juan Linietsky |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia |
2017-07-28 | Adding base classes and structures for ARVR support | BastiaanOlij |
2017-07-15 | Many fixes to improve GI Probe quality | Juan Linietsky |
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky |
2017-06-30 | -Many fixes to VisualScript, fixed property names, etc. | Juan Linietsky |
2017-06-25 | Ability to restart particle system with a function call | Juan Linietsky |
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky |
2017-06-18 | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scen... | Juan Linietsky |
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added sup... | Juan Linietsky |
2017-06-16 | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky |
2017-06-16 | Fixes to SSR, WIP. | Juan Linietsky |
2017-06-13 | -Fixed occluder rendering, closes #8560 | Juan Linietsky |
2017-06-11 | Restored multiple viewport function, as well as view modes. | Juan Linietsky |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky |
2017-06-07 | Fog is complete! | Juan Linietsky |
2017-05-25 | Removed skybox support, added panorama support. Skybox support may come back ... | Juan Linietsky |
2017-05-20 | Added texture_get_texid | BastiaanOlij |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky |
2017-04-08 | Particle system is complete. Rejoice! | Juan Linietsky |
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 |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-02-16 | a ton of bug fixes to the renderer | Juan Linietsky |
2017-02-06 | ability to adjust propagation in gi probe | Juan Linietsky |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky |
2017-01-12 | Unify naming of blendshape / morphtarget into just "Blend Shape" | Juan Linietsky |
2017-01-11 | Type renames: | Juan Linietsky |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and re... | Juan Linietsky |
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky |
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde |
2017-01-02 | Revert "small improvement to y_sort: make clear which item has to be drawn fi... | Rémi Verschelde |
2017-01-02 | Revert "Add/expose VisualServer::get_default_clear_color()" | Rémi Verschelde |
2017-01-01 | WIP particle system | Juan Linietsky |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde |
2016-12-31 | Some fixes and clean ups | Juan Linietsky |
2016-12-30 | begin work on new particle system | reduz |
2016-12-23 | baking now shows a proper button, and bakes can be saved. | Juan Linietsky |
2016-12-22 | can bake for omni and spotlight | Juan Linietsky |
2016-12-20 | work in progress global illumination | Juan Linietsky |
2016-12-10 | DOF blur, near and far fields.. | Juan Linietsky |
2016-12-08 | Multi stage glow with light bleeding from HDR | Juan Linietsky |
2016-12-07 | Tonemapping and Auto Exposure support | Juan Linietsky |
2016-12-04 | small improvement to y_sort: make clear which item has to be drawn first when... | Patrick Reh |