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AgeCommit message (Collapse)Author
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-06-07-Added proper access to depth texture from shaderJuan Linietsky
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07Fog is complete!Juan Linietsky
2017-06-05-working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
2017-06-05Fix build errorPoommetee Ketson
2017-06-05Merge pull request #9038 from AlexHolly/rect2-rename-posRémi Verschelde
renamed all Rect2.pos to Rect2.position
2017-06-04Added depth texture support (using parallax) to default material.Juan Linietsky
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-01Rework shading modes and change location of light shaderJuan Linietsky
2017-05-31rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky
2017-05-29Fixed a typo in a Visual Server var name (#8977)suptoasty
2017-05-25Removed skybox support, added panorama support. Skybox support may come back ↵Juan Linietsky
eventually, but hope not.
2017-05-20Added texture_get_texidBastiaanOlij
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-01Fix get_shader_type index upper boundCarter Anderson
2017-04-09-Fixed crash with splash screen on windowsJuan Linietsky
-properly show editor without having to resize window on windows
2017-04-09Restored (And auto-generated) splash imageJuan Linietsky
2017-04-09-Fix eternal black screen on WindowsJuan Linietsky
-Disabled warnings on windows, need to properly set up warnings
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-08Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-08Fixed compilation issues with Visual StudioKenneth Lorthioir
2017-02-06shadows were not working in-editor for nvidia, fixed nowJuan Linietsky
2017-02-06ability to adjust propagation in gi probeJuan Linietsky
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-12Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-04First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij
renderer for Mac OS X. Still broken at this point.
2017-01-04Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-03Improvement to y_sort: make clear which item has to be drawn firstlonesurvivor
when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Revert "small improvement to y_sort: make clear which item has to be drawn ↵Rémi Verschelde
first when two have the same y-coordinate" This reverts commit 4118b21e43c59e6abfe4f45ccf236ee529626f4e. Same rationale as previous revert.
2017-01-02Revert "Add/expose VisualServer::get_default_clear_color()"Rémi Verschelde
This reverts commit 753ba67d653c65239f0549313f3cca3330fd27f9, in preparation from the merge of the gles3 branch, as the VisualServer code changed too much to port this commit over during merge conflicts resolution. It could be readded afterwards.
2017-01-02fix stupid bug in light downscaling for GI ProbeJuan Linietsky
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!