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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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visual_server_scene.cpp
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Author
2017-02-08
Fixed compilation issues with Visual Studio
Kenneth Lorthioir
2017-02-06
shadows were not working in-editor for nvidia, fixed now
Juan Linietsky
2017-02-06
ability to adjust propagation in gi probe
Juan Linietsky
2017-01-14
Style: Fix whole-line commented code
RĂ©mi Verschelde
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
fix stupid bug in light downscaling for GI Probe
Juan Linietsky
2016-12-31
Some fixes and clean ups
Juan Linietsky
2016-12-30
begin work on new particle system
reduz
2016-12-24
fixed a horrible bug on Windows AMD, scenes saved until now in this branch
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
2016-12-21
Some BRDF fixes
Juan Linietsky
2016-12-20
work in progress global illumination
Juan Linietsky
2016-12-02
Subsurface scattering material param is now working!
Juan Linietsky
2016-11-24
Blend shapes using transform feedback (GPU)
Juan Linietsky
2016-11-23
WIP immediates and proper buffers swapping
Juan Linietsky
2016-11-22
Instancing is working! (hooray)
Juan Linietsky
2016-11-19
working reflection probes!!
Juan Linietsky
2016-11-11
Done with lights and shadows (wonder if i'm missing something..)
Juan Linietsky
2016-11-09
all light types and shadows are working, pending a lot of clean-up
Juan Linietsky
2016-10-31
shadow atlas allocation (work in progress)
Juan Linietsky
2016-10-29
-Many many fixes
Juan Linietsky
2016-10-27
PBR more or less working, still working on bringing gizmos back
Juan Linietsky
2016-10-21
More scene work, can display a skybox
Juan Linietsky
2016-10-19
Everything returning to normal in 3D, still a long way to go
Juan Linietsky
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