Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-07-06 | Added release function to PoolVector::Access. | Ibrahn Sahir | |
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope) | |||
2019-07-06 | Fix code completion for shader editor | geequlim | |
2019-07-05 | Merge pull request #30318 from bojidar-bg/28501-ysort-modulate | Rémi Verschelde | |
Ensure that nested YSort preserves intermediate modulate values | |||
2019-07-04 | Ensure that nested YSort preserves intermediate modulate values | Bojidar Marinov | |
Fixes #28501 | |||
2019-07-02 | Fix various memory leaks and errors | Bojidar Marinov | |
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-20 | Merge pull request #24487 from Meirinha/master | Rémi Verschelde | |
Added UV and UV2 to shader function light() built-in, fixes issue #24120 | |||
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. | |||
2019-06-01 | Added constant support to shaders | Chaosus | |
Co-authored-by: DavidSichma <sichmada@gmail.com> | |||
2019-05-28 | Fix some unincialised variables | qarmin | |
2019-05-24 | Merge pull request #28796 from clayjohn/GLES2-optimization | Rémi Verschelde | |
GLES2: Allow Viewports to render directly to screen | |||
2019-05-24 | Merge pull request #28829 from vreon/swizzle-up | Rémi Verschelde | |
Allow constructing larger data types by swizzling | |||
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-05-19 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-05-13 | Implement ability to render viewports directly to screen | clayjohn | |
2019-05-13 | Merge pull request #27798 from clayjohn/gles2-proj-mat-bug | Rémi Verschelde | |
Fixes bug when setting projection matrix in shader GLES2 | |||
2019-05-11 | Allow constructing larger data types by swizzling | Jesse Dubay | |
GLSL allows the construction of larger data types by swizzling smaller ones, but Godot shading language treated this as an error: vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression This commit updates the expression parser for the 2 and 3-component data types accordingly. Fixes #10496 | |||
2019-05-09 | Change "ID" to lowercase "id" | Aaron Franke | |
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json. | |||
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 | |||
2019-04-30 | fixes bug when setting projection matrix | clayjohn | |
2019-04-25 | Use approximate equallity methods in many places | Aaron Franke | |
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 | |||
2019-04-22 | Don't try to statically allocate 2x 8193 pointers | Hein-Pieter van Braam-Stewart | |
Maximum stack size is only 8KiB, this will try to allocate 8193 * sizeof(void*) * 2 = 131088 bytes on the stack. This causes a crash in some cases. | |||
2019-04-22 | Merge pull request #27673 from qarmin/small_fixes | Rémi Verschelde | |
Small fixes, mostly duplicated code | |||
2019-04-19 | Merge pull request #28200 from bojidar-bg/28115-ysort-breaks-shader | Rémi Verschelde | |
Fix nested YSort breaking "Use parent material" | |||
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 | |||
2019-04-19 | Fix nested YSort breaking use_parent_material | Bojidar Marinov | |
Fixes #28115 | |||
2019-04-09 | Merge pull request #27843 from bojidar-bg/27678-ysort-visibility | Rémi Verschelde | |
Do not YSort canvas items that are not visible | |||
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde | |
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes). | |||
2019-04-10 | Added eye_height, changed description and fixed size of viewport issue | Bastiaan Olij | |
2019-04-09 | Do not YSort canvas items that are not visible | Bojidar Marinov | |
Fixes an issue with nested YSorts not regarding visibility | |||
2019-04-08 | Small fixes, mostly dupicated code | qarmin | |
2019-04-07 | Merge pull request #27527 from BastiaanOlij/render_ext_target | Rémi Verschelde | |
Add option to have viewport render into supplied texture (VR) | |||
2019-04-06 | Merge pull request #25624 from nekomatata/texture-rect-flip | Rémi Verschelde | |
Add ability to flip TextureRect horizontally or vertically | |||
2019-04-06 | Add option to have viewport render into supplied texture | Bastiaan Olij | |
2019-04-05 | Ability to make CanvasLayers have pseudo 3D depth. | Juan Linietsky | |
2019-04-03 | Add ability to flip TextureRect horizontally or vertically | PouleyKetchoupp | |
2019-03-05 | Fix #25641 by not shifting a negative value. | marxin | |
2019-03-03 | Properly redraw if something animated is visible | Juan Linietsky | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-03-03 | Fix style issues from recent commits | Rémi Verschelde | |
2019-03-02 | Clean up and fix some situations where triangulation may fail, closes #26366 | Juan Linietsky | |
2019-03-01 | Clean up blend shape support in GLES2 and GLES3. | Juan Linietsky | |
2019-02-27 | Merge pull request #26287 from JFonS/fix_25992 | Rémi Verschelde | |
Use item_shadow_mask for LightOccluder2D culling | |||
2019-02-26 | Ensure implicit conversions for scalar constants work in shaders, closes #26239 | Juan Linietsky | |
2019-02-25 | Use item_shadow_mask for LightOccluder2D culling | JFonS | |
2019-02-23 | -Treat scalar conversions when calling functions as error, closes #24261 | Juan Linietsky | |
-Make shader editor display errors if exist when just opening it -Make ShaderMaterial not lose parameters if opened in error. |