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path: root/servers/visual/visual_server_raster.h
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2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-17Revert "Fix #19507 Not emitted particles affects performance"Max Hilbrunner
2018-07-17Merge pull request #19764 from malbach/godot_malbachMax Hilbrunner
Fix #19507 Not emitted particles affects performance
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky
2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-25Fix #19507 Not emitted particles affects performancemalbach
2018-06-05Rasterizers are now in sync with engineGustav Lund
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-05-06Added option to viewport to keep linear colorBastiaan Olij
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde
renames "z" Node2D property to "z_index"
2018-01-03#15078 renamed "z" -> "z_index" property in Node2DJerome67000
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-23Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK
enabled
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.
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-09-Ability to and unwrap lightmap coordinates on importJuan Linietsky
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-11-25Update clang-format in modified filesPedro J. Estébanez
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-11-20Implement per-instance custom bounding boxMarc Gilleron
# Conflicts: # servers/visual/visual_server_scene.h
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-14Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-10-28Refactor bufer to bufferPoommetee Ketson
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-23-Fixed redraw always on 3D viewprot bugJuan Linietsky
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
2017-09-07Several fixes to directional shadows, closes #10926Juan Linietsky
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26-Massive clean up to gizmosJuan Linietsky
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky
2017-08-19Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky
something else..
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
2017-07-28Adding base classes and structures for ARVR supportBastiaanOlij
Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects
2017-07-15Many fixes to improve GI Probe qualityJuan Linietsky
2017-07-08Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky
Added multipass support for materials.
2017-06-30-Many fixes to VisualScript, fixed property names, etc.Juan Linietsky
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-25Ability to restart particle system with a function callJuan Linietsky
2017-06-212D GPU Particles working..Juan Linietsky
2017-06-18Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.