Age | Commit message (Collapse) | Author |
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Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
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#9935, closes #10135
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-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
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something else..
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Added ArVrScriptInterface
Added ARVRCamera, ARVRController and ARVROrigin helper objects
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Added multipass support for materials.
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-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
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scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
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support in Sprite so far.
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make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
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-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
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-Ability to smooth out 2D shadow filters
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box for viewport.
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-Restored resource previews!
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-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
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
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fixes #3957
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-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
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this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
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Ability to colourize baked lighting in real time.
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shadows: double-sided and shadows only.
Conflicts:
servers/visual/visual_server_raster.h
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-Small fix to xml saver (swapping > and <)
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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-fixed deadlock on previews thread
-fixed compilation errors on unix
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
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-Added OS.get_splash_tick_msec() to query when splash appeared
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
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allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
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back buffer copy node and respective demo
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should work faster, and even faster if exported.. as textures have been
optimized.
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
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Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
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Tile Rotation
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