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path: root/servers/visual_server.cpp
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2017-07-03Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-19Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog
Add double-sided flag to SpriteBase3D [master]
2017-06-17Merge pull request #9230 from supagu/normals-fixRémi Verschelde
Fixed decompression of normals
2017-06-17Fixed decompression of vertex colorsFabian Mathews
2017-06-16-Fix freezes caused by etccomp2, closes #9183Juan Linietsky
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-17Fixed decompression of normalsFabian Mathews
2017-06-12Fixed compilation on Windows + removed debug printMarc Gilleron
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-02Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-02-21-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..
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-16Style: Various fixes to play nice with clang-formatRémi 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.
2017-01-11Type 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
2017-01-02ObjectTypeDB 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()
2017-01-02Merge 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 "Bindings: Fix missing default value"Rémi Verschelde
This reverts commit 068b58b3ce3d86e4b5ebf3637fb21a70d786b00e. Same rationale as previous reverts.
2017-01-02Revert "bind method canvas_item_set_sort_children_by_y"Rémi Verschelde
This reverts commit 1f9e16119f2b17fa507bdee8529459ed91f27b8c. 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.
2017-01-01Welcome 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!
2016-12-24fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz
are no longer valid :(
2016-11-24Blend shapes using transform feedback (GPU)Juan Linietsky
2016-11-23WIP immediates and proper buffers swappingJuan Linietsky
2016-11-22Instancing is working! (hooray)Juan Linietsky
2016-11-21Skeletons are working now.Juan Linietsky
2016-11-09all light types and shadows are working, pending a lot of clean-upJuan Linietsky
2016-10-27PBR more or less working, still working on bringing gizmos backJuan 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
2016-10-13Add/expose VisualServer::get_default_clear_color()Pedro J. Estébanez
2016-10-09Merge pull request #6761 from neikeq/pr-missing-defvalIgnacio Etcheverry
Bindings: Fix missing default value
2016-10-09Bindings: Fix missing default valueIgnacio Etcheverry
2016-10-05bind method canvas_item_set_sort_children_by_yAriel Manzur
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
2016-08-31draw_line: Properly bind antialiased argumentRémi Verschelde
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-06-13changed visual server free() to free_rid() like in the other servers. Fixes ↵Juan Linietsky
#4917
2016-06-05Add texture region support for stylebox renderGeequlim
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.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-22testing patch for aligned reads by webp in javascriptAriel Manzur
2015-06-06-fixed many memory initialization issuesJuan Linietsky
-fixed deadlock on previews thread -fixed compilation errors on unix
2015-04-20-Changed Godot exit to be clean.Juan Linietsky
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755