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path: root/servers/visual_server.h
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2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-11-28Added luminance capping to avoid glitches on small dots. closes #17996Juan Linietsky
2018-11-19Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281Juan Linietsky
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
2018-10-30Fix canvas stacking not deterministic on same layerPedro J. Estébanez
Fixes #22687.
2018-10-02Merge pull request #21436 from CptPotato/tonemap-fixesRémi Verschelde
tonemapping fixes
2018-09-28-Lightmap and lightmap capture support for GLES2Juan Linietsky
-Added hint to not show some properties when running on low end gfx
2018-09-28Reflection probe support in GLES2 back-end.Juan Linietsky
2018-09-13Set uniform default values in inspectorJFonS
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-29Ported CPU particles to 2DJuan Linietsky
2018-08-27fix reinhard tonemapper, modified filmic tonemapper, added internal exposure ↵alex-poe
bias
2018-08-11[Core] Completely kill math_2d.h, change includesAaron Franke
2018-07-30add 3D texturesThomas Herzog
2018-07-27Rename flag to better nameJuan Linietsky
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-23Merge pull request #12678 from AndreaCatania/softJuan Linietsky
Soft body
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-23Fix issues with CPUParticles and related conversion from Particles. Closes ↵Juan Linietsky
#20126
2018-07-23Added some API to visual server so from control VRAM buffer is more easyAndreaCatania
2018-07-17Revert "Fix #19507 Not emitted particles affects performance"Max Hilbrunner
2018-07-17Merge pull request #19764 from malbach/godot_malbachMax Hilbrunner
Fix #19507 Not emitted particles affects performance
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky
2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-07-03Ensure, if a texture meant for a normal map is imported and size limit ↵Juan Linietsky
exists, that it's renormalized after resize.
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-25Fix #19507 Not emitted particles affects performancemalbach
2018-06-05Rasterizers are now in sync with engineGustav Lund
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-05-06Added option to viewport to keep linear colorBastiaan Olij
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-01-20Added all missing VisualServer bindingsMarc 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
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-04Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde
renames "z" Node2D property to "z_index"
2018-01-03#15078 renamed "z" -> "z_index" property in Node2DJerome67000
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-23Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK
enabled
2017-12-16Add 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.
2017-12-16Bind TextEdit.deselect and update documentationRémi Verschelde
2017-12-14-Add lightmapperJuan 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 importJuan 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)
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez