Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-06-30 | -Many fixes to VisualScript, fixed property names, etc. | Juan Linietsky | |
-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 | |||
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-25 | Ability to restart particle system with a function call | Juan Linietsky | |
2017-06-24 | -Restored support for Canvas BG mode on Environment | Juan Linietsky | |
-Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR! | |||
2017-06-23 | Small fixes required to get platformer to work. | Juan Linietsky | |
Added back CanvasItemMaterial | |||
2017-06-22 | Order of 2D nodes in tree affects drawing properly again. | Juan Linietsky | |
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky | |
2017-06-18 | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | |
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | |||
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | |
support in Sprite so far. | |||
2017-06-17 | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵ | Juan Linietsky | |
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 | |||
2017-06-17 | Fix transparent background rendering, closes #8703 | Juan Linietsky | |
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports | |||
2017-06-17 | Particles properly update the shadow maps, closes #8815 | Juan Linietsky | |
2017-06-16 | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | |
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | |||
2017-06-16 | Merge pull request #9208 from Calinou/tweak-default-fov | Rémi Verschelde | |
Increase the default perspective camera FOV | |||
2017-06-16 | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky | |
2017-06-16 | Fixes to SSR, WIP. | Juan Linietsky | |
2017-06-16 | Increase the default perspective camera FOV | Hugo Locurcio | |
This does not affect existing projects, but will affect newly-created editor settings and Camera nodes. | |||
2017-06-14 | Merge pull request #9109 from RandomShaper/optimize-2d-lighting | Juan Linietsky | |
Add AT_LIGHT_PASS builtin to canvas shaders | |||
2017-06-15 | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez | |
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain. | |||
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more ↵ | Juan Linietsky | |
sensible. | |||
2017-06-13 | -Fixed occluder rendering, closes #8560 | Juan Linietsky | |
-Ability to smooth out 2D shadow filters | |||
2017-06-12 | Fixed compilation on Windows + removed debug print | Marc Gilleron | |
2017-06-11 | Restored everything related to information polling, and added information ↵ | Juan Linietsky | |
box for viewport. | |||
2017-06-11 | Restored multiple viewport function, as well as view modes. | Juan Linietsky | |
2017-06-09 | renamed all Rect3.pos to Rect3.position | alexholly | |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky | |
-Restored resource previews! | |||
2017-06-07 | -Added proper access to depth texture from shader | Juan Linietsky | |
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future. | |||
2017-06-07 | Fog is complete! | Juan Linietsky | |
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky | |
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction. | |||
2017-06-05 | Fix build error | Poommetee Ketson | |
2017-06-05 | Merge pull request #9038 from AlexHolly/rect2-rename-pos | Rémi Verschelde | |
renamed all Rect2.pos to Rect2.position | |||
2017-06-04 | Added depth texture support (using parallax) to default material. | Juan Linietsky | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky | |
2017-05-31 | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | |
2017-05-29 | Fixed a typo in a Visual Server var name (#8977) | suptoasty | |
2017-05-25 | Removed skybox support, added panorama support. Skybox support may come back ↵ | Juan Linietsky | |
eventually, but hope not. | |||
2017-05-20 | Added texture_get_texid | BastiaanOlij | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-05-01 | Fix get_shader_type index upper bound | Carter Anderson | |
2017-04-09 | -Fixed crash with splash screen on windows | Juan Linietsky | |
-properly show editor without having to resize window on windows | |||
2017-04-09 | Restored (And auto-generated) splash image | Juan Linietsky | |
2017-04-09 | -Fix eternal black screen on Windows | Juan Linietsky | |
-Disabled warnings on windows, need to properly set up warnings | |||
2017-04-08 | Particle system is complete. Rejoice! | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-08 | Map POSITION to gl_FragCoord.xy for 2D shaders | Pedro J. Estébanez | |
2017-03-05 | A 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 | |||
2017-03-05 | Add a bunch of missing Godot headers in own files | Rémi Verschelde | |