Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-10-11 | Bind VisualServer.sync() method to GDScript | Julian Murgia | |
This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94) | |||
2017-09-11 | Script access to formatted arrays and blend_arrays in meshes. | SaracenOne | |
2017-08-30 | Renderer/Simulator flags | Gustav Lund | |
Now hopefully with correct code style | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-19 | Fixed wrong usage of has_no_area function, closes #10434 | Juan Linietsky | |
2017-08-18 | Properly manage drawing of primitives when they lack an area, fixes #8930 | Juan Linietsky | |
2017-08-10 | Fixes method definitions with extra number of arguments | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-07-26 | Fix various property not found errors | Poommetee Ketson | |
2017-07-24 | Merge pull request #9764 from Noshyaar/pr-fix2 | Rémi Verschelde | |
Add object type hint for docs | |||
2017-07-23 | Add object type hint for docs | Poommetee Ketson | |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-17 | -Reorganized all properties of project settings (Sorry, Again). | Juan Linietsky | |
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too) | |||
2017-07-03 | Clean up normalmapping, make sure tangents are imported correctly. | Juan Linietsky | |
2017-06-25 | BuildSystem: generated files have .gen.extension | Poommetee Ketson | |
2017-06-19 | Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master | Thomas Herzog | |
Add double-sided flag to SpriteBase3D [master] | |||
2017-06-17 | Merge pull request #9230 from supagu/normals-fix | Rémi Verschelde | |
Fixed decompression of normals | |||
2017-06-17 | Fixed decompression of vertex colors | Fabian Mathews | |
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. | |||
2017-06-17 | Fixed decompression of normals | Fabian Mathews | |
2017-06-12 | Fixed compilation on Windows + removed debug print | Marc Gilleron | |
2017-06-09 | renamed all Rect3.pos to Rect3.position | alexholly | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-05-02 | Add double-sided flag to SpriteBase3D (fixes #8007) | Andrea Faulds | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |||
2017-02-21 | -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.. | |||
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-01-16 | Style: Various fixes to play nice with clang-format | Rémi Verschelde | |
2017-01-14 | Style: Fix whole-line commented code | Rémi 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. | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Revert "Bindings: Fix missing default value" | Rémi Verschelde | |
This reverts commit 068b58b3ce3d86e4b5ebf3637fb21a70d786b00e. Same rationale as previous reverts. | |||
2017-01-02 | Revert "bind method canvas_item_set_sort_children_by_y" | Rémi Verschelde | |
This reverts commit 1f9e16119f2b17fa507bdee8529459ed91f27b8c. Same rationale as previous revert. | |||
2017-01-02 | Revert "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. | |||
2017-01-01 | Welcome 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! | |||
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | |
are no longer valid :( | |||
2016-11-24 | Blend shapes using transform feedback (GPU) | Juan Linietsky | |
2016-11-23 | WIP immediates and proper buffers swapping | Juan Linietsky | |
2016-11-22 | Instancing is working! (hooray) | Juan Linietsky | |
2016-11-21 | Skeletons are working now. | Juan Linietsky | |
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | |
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |