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AgeCommit message (Collapse)Author
2016-11-20Huge amount of improvement in the material system. Materials should beJuan Linietsky
a lot more complete and usable now.
2016-11-19working reflection probes!!Juan Linietsky
2016-11-11Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky
2016-11-09all light types and shadows are working, pending a lot of clean-upJuan Linietsky
2016-10-31shadow atlas allocation (work in progress)Juan Linietsky
2016-10-29-Many many fixesJuan Linietsky
-Gizmos work again
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-21More scene work, can display a skyboxJuan Linietsky
2016-10-19Everything returning to normal in 3D, still a long way to goJuan Linietsky
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-102D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky
general
2016-10-07-the new shader language seems to workJuan Linietsky
-shader editor plugin can edit shaders -code completion in shader editor plugin
2016-10-05-Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky
GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
2016-10-03make editor update by tracking changes in visualserverrasterJuan Linietsky
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-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
2016-09-17Merge pull request #6414 from RandomShaper/improve-shader-shadowRémi Verschelde
Expose additional light/shadow properties to canvas item shaders
2016-09-10Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky
Fix some more warnings
2016-09-10Merge pull request #6250 from Ovnuniarchos/CursorHotspotJuan Linietsky
Mouse hotspot is now honored.
2016-09-07Expose light shadow color to canvas item shadersPedro J. Estébanez
2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-23Mouse hotspot is not honored.Ovnuniarchos
2016-08-13Remove some unused variablesJohan Manuel
2016-07-10Merge pull request #5533 from Hinsbart/cursor_atexJuan Linietsky
Can use AtlasTextures as custom mouse cursor.
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-07-03Can use AtlasTextures as custom mouse cursor.Andreas Haas
fixes #3957
2016-06-18Drop fully commented-out filesRémi Verschelde
Part of #5272
2016-06-18Drop empty files that are not used anywhereRémi Verschelde
Part of #5272
2016-06-05Add texture region support for stylebox renderGeequlim
2016-05-27Changed import workflowJuan Linietsky
-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
2016-05-23-Improve resource previewsJuan Linietsky
-Also fixed draw_texture_rect() tile parameter
2016-05-21remove trailing whitespaceHubert Jarosz
2016-05-04ability to shrink all images x2 on loadJuan Linietsky
this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.
2016-03-15Merge pull request #3528 from SaracenOne/baked_light_realtime_colourizeRémi Verschelde
Ability to colourize baked lighting in real time.
2016-03-12Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off ↵Saracen
now correctly disables shadows from affecting the instance.
2016-03-09fix six possible "divide by zero"Hubert Jarosz
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-07Added extra controls to GeometryInstances to control how they should cast ↵Saracen
shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h
2016-02-16refix particles3d issue, bringing down the amount limit to 1024Nuno Donato
2016-02-12* raised the max amount of particles to match the max number allowed in the ↵Nuno Donato
inspector (prevents crash)
2016-02-06Ability to colourize baked lighting in real time.Saracen
2016-01-01Merge pull request #3184 from vnen/update-copyright-2016Juan Linietsky
Update copyright to 2016 in headers
2016-01-01Update copyright to 2016 in headersGeorge Marques
2016-01-01Make both lights and occluders stop working if hidden, fixes #2437Juan Linietsky
2015-12-08-New mask mode for lights, makes using masks MUCH easier.Juan Linietsky
2015-12-08Merge pull request #2865 from hurikhan/pr_fix_2791Juan Linietsky
Added additional token checks for the shader if..else.. statement.
2015-12-02-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky
FBOs so all 2D shader effects should now work in every single Android device.
2015-11-27Bug Fix #2541: Shader language function validation logicAndrea Chua
ensures that it finds the correct function to validate.
2015-11-22Added additional token checks for the shader if..else.. statement. Fixes ↵hurikhan
issue #2791.
2015-11-18Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen
Conflicts: drivers/gles2/shader_compiler_gles2.cpp
2015-11-18Merge pull request #2707 from akien-mga/masterJuan Linietsky
Cosmetic fixes to SCons buildsystem
2015-11-18Merge pull request #2715 from SaracenOne/shader_fix_and_enhancementJuan Linietsky
Write to 4-dimensional position access and shader graph code generation fix.