Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-07-23 | Merge pull request #12678 from AndreaCatania/soft | Juan Linietsky | |
Soft body | |||
2018-07-23 | Implemented Soft body | AndreaCatania | |
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer | |||
2018-07-23 | Fix issues with CPUParticles and related conversion from Particles. Closes ↵ | Juan Linietsky | |
#20126 | |||
2018-07-23 | Added some API to visual server so from control VRAM buffer is more easy | AndreaCatania | |
2018-07-17 | Revert "Fix #19507 Not emitted particles affects performance" | Max Hilbrunner | |
2018-07-17 | Merge pull request #19764 from malbach/godot_malbach | Max Hilbrunner | |
Fix #19507 Not emitted particles affects performance | |||
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky | |
2018-07-06 | Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 | Juan Linietsky | |
2018-07-03 | Ensure, if a texture meant for a normal map is imported and size limit ↵ | Juan Linietsky | |
exists, that it's renormalized after resize. | |||
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-25 | Fix #19507 Not emitted particles affects performance | malbach | |
2018-05-07 | Merge pull request #18495 from Zylann/partial_texture_update | Juan Linietsky | |
Added partial texture update to VisualServer | |||
2018-05-06 | Added option to viewport to keep linear color | Bastiaan Olij | |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-04-29 | Added partial texture update to VisualServer | Marc Gilleron | |
2018-02-21 | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | |
2018-02-21 | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | |
2018-01-20 | Added all missing VisualServer bindings | Marc Gilleron | |
- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance - Removed draw and sync, were duplicates of force_* equivalents - Bumped binders max arguments from 11 to 13 - Wrote some wrappers as not all methods were variant-friendly | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-04 | Merge pull request #15191 from Jerome67000/z_renaming | Rémi Verschelde | |
renames "z" Node2D property to "z_index" | |||
2018-01-03 | #15078 renamed "z" -> "z_index" property in Node2D | Jerome67000 | |
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-23 | Set particles emitting to false when particles finish emitting with one-shot ↵ | MrCdK | |
enabled | |||
2017-12-16 | Add epic hack so vsync can be toggled in run-time from script. Fixes #14458. | Juan Linietsky | |
Call needs to be routed via visual server to reach the proper thread. | |||
2017-12-16 | Bind TextEdit.deselect and update documentation | Rémi Verschelde | |
2017-12-14 | -Add lightmapper | Juan Linietsky | |
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) | |||
2017-12-09 | -Ability to and unwrap lightmap coordinates on import | Juan Linietsky | |
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away | |||
2017-12-04 | -Implemented Proxy Textures (needed to solve the problem with ViewportTexture) | Juan Linietsky | |
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D) | |||
2017-11-25 | Add ability to opt-out buffer swapping in `VS::draw()` | Pedro J. Estébanez | |
2017-11-20 | Implement per-instance custom bounding box | Marc Gilleron | |
# Conflicts: # servers/visual/visual_server_scene.h | |||
2017-11-19 | Ability to change indirect light energy. | Juan Linietsky | |
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn | |
Fixes #12973. | |||
2017-11-14 | Ability to update parts of an array, and set arrays as dynamic draw | Juan Linietsky | |
2017-11-10 | Disabled filter clip by default and made it optional, fixes #12368, likely ↵ | Juan Linietsky | |
others too | |||
2017-11-09 | Reworked how servers preallocate RIDs, should fix #10970 | Juan Linietsky | |
2017-10-22 | Many fixes to SSAO, should be good now. | Juan Linietsky | |
2017-10-20 | Bind some VisualServer functions | Leon Krause | |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-29 | Fixed typo: 'texure' to 'texture' | Indah Sylvia | |
2017-09-11 | Script access to formatted arrays and blend_arrays in meshes. | SaracenOne | |
2017-09-07 | Ability to use a sky for reflection together with a background color. | Juan Linietsky | |
2017-09-07 | Several fixes to directional shadows, closes #10926 | Juan Linietsky | |
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized. | |||
2017-09-02 | Merge pull request #10858 from letheed/add-shadow_filter-variant | Rémi Verschelde | |
add shadow_filter variant PCF7 | |||
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes ↵ | Juan Linietsky | |
#9935, closes #10135 | |||
2017-09-01 | add shadow_filter variant PCF7 | letheed | |
2017-08-30 | Improved default directional shadow params, added bias split scale, closes #9828 | Juan Linietsky | |
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 | |
2017-08-26 | -Massive clean up to gizmos | Juan 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 | |||
2017-08-19 | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky | |