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AgeCommit message (Collapse)Author
2017-10-16Fix crash in shader parsingPedro J. Estébanez
...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046.
2017-10-04Fix GIProbe light visibilityHiroshi Ogawa
- Fix https://github.com/godotengine/godot/issues/10535
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-27Fixes to light shaders, should work now..Juan Linietsky
2017-09-24Discarding now works in shadersDaniel Doran
"discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly.
2017-09-23Added light affect parameter to baked AOJuan Linietsky
2017-09-23-Fixed redraw always on 3D viewprot bugJuan Linietsky
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
2017-09-21Add inversesqrt to shader language.Ferenc Arn
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky
2017-09-13Style: Apply clang-format to @reduz's changesRémi Verschelde
[ci skip]
2017-09-12Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde
Fix unused variable warnings
2017-09-12Merge pull request #11057 from hpvb/fix-various-warningsRémi Verschelde
Fix various assorted warnings
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08Fix various assorted warningsHein-Pieter van Braam
Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08Fix serveral recent new clang-format errorsHein-Pieter van Braam
2017-09-07Several fixes to directional shadows, closes #10926Juan Linietsky
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-05Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky
2017-09-03Added transmission shader parameter.Juan Linietsky
2017-09-02Fix typos 'a' and 'an'Poommetee Ketson
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
Fix signed and unsigned comparisons
2017-09-01Merge pull request #10864 from Noshyaar/pr-beginningRémi Verschelde
Fix typo 'begining' to 'beginning' [ci skip]
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01Fix typo 'begining' to 'beginning'Poommetee Ketson
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-31Revert "Fix shader function calls being assignable"Rémi Verschelde
2017-08-29removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky
instruction, fixes #9677
2017-08-29Fix #10723, a regression from 7a07895Bojidar Marinov
Using @akien-mga's patch
2017-08-28Disable antialiasing for CanvasItem triangle arraysRémi Verschelde
Fixes #10461 and supersedes #10645 as suggested by @bruvzg.
2017-08-28Merge pull request #10676 from hpvb/speedup-_render_canvas_item_treeRémi Verschelde
Use memset to zero z_list
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-27Use memset to zero z_listHein-Pieter van Braam
Using gprof I found the engine spending 10 - 20% of time in the _render_canvas_item_tree function. The function profiles as using about 0.09ms. Swapping the loop with two memset() calls reduces the time spent in this function a lot, and the time per call to about 0.02ms. Likewise the render_canvas function was using ~10% of time, replacing the loop there dropped per-call time from 0.22ms to 0.18ms.
2017-08-27Merge pull request #10590 from MasonAsh/fix-10589Rémi Verschelde
Fix shader function calls being assignable
2017-08-26Added/Fixed null pointer checksWilson E. Alvarez
2017-08-26-Massive clean up to gizmosJuan Linietsky
-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
2017-08-23Fix shader function calls being assignableMason Ashbridge
2017-08-20property validate assignment condition in new variables, fixes #9411Juan Linietsky
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky
2017-08-19Fixed wrong usage of has_no_area function, closes #10434Juan Linietsky
2017-08-19Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky
something else..
2017-08-18Properly manage drawing of primitives when they lack an area, fixes #8930Juan Linietsky
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-17Shader: Fix typo in "facefordward"Rémi Verschelde
Fixes #10399.
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-16Rename cull_AABB to cull_aabbRémi Verschelde
Part of #8830.
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
-Restored an alpha scissor property in Material
2017-08-07-Fixed BoneAttachment delay, closes #3966Juan Linietsky
-Fixed skeleton crash, probably fixes other issues
2017-08-07Restored black bars and custom images instead of black bars, closes #1571Juan Linietsky
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia