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path: root/servers/visual_server.h
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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
2017-11-20Implement per-instance custom bounding boxMarc Gilleron
# Conflicts: # servers/visual/visual_server_scene.h
2017-11-19Ability to change indirect light energy.Juan Linietsky
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-14Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky
2017-11-10Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky
others too
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-10-20Bind some VisualServer functionsLeon Krause
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-29Fixed typo: 'texure' to 'texture'Indah Sylvia
2017-09-11Script access to formatted arrays and blend_arrays in meshes.SaracenOne
2017-09-07Ability to use a sky for reflection together with a background color.Juan Linietsky
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.
2017-09-02Merge pull request #10858 from letheed/add-shadow_filter-variantRémi Verschelde
add shadow_filter variant PCF7
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01add shadow_filter variant PCF7letheed