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2017-10-31Merge pull request #12537 from marcelofg55/wasapi_improvementsRémi Verschelde
Improved WASAPI driver logic when devices are connected or disconnected
2017-10-31Merge pull request #11249 from m4nu3lf/bugfix/get_eulerRémi Verschelde
Fix inertia tensor update & Generic6DOFJoint & Simplify Basis::get_euler()
2017-10-31Merge pull request #10770 from RandomShaper/fix-jointsRémi Verschelde
Fix joints collision exceptions, plus a bit more
2017-10-31Improved WASAPI driver logic when devices are connected or disconnectedMarcelo Fernandez
2017-10-30Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-lateJuan Linietsky
Fix viewport margins drawn after swapping buffers
2017-10-30Fix viewport margins drawn after swapping buffersPedro J. Estébanez
2017-10-28Refactor bufer to bufferPoommetee Ketson
2017-10-23Revert "Rename Schlick GGX to GGX."Rémi Verschelde
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-10-22Merge pull request #12296 from tagcup/ggx_renameRémi Verschelde
Rename Schlick GGX to GGX.
2017-10-22AudioEffectFilter: lowercase dB property to dbPoommetee Ketson
2017-10-21Rename Schlick GGX to GGX.Ferenc Arn
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21Merge pull request #12291 from RandomShaper/fix-raycast-namingRémi Verschelde
Rename RayCasts collision_layer to collision_mask
2017-10-21Merge pull request #12290 from Noshyaar/enumRémi Verschelde
Bind unbound enums, rearrange some by value [ci skip]
2017-10-21Rename RayCasts collision_layer to collision_maskPedro J. Estébanez
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-10-21Fixed viewport transparent bg when clear mode is enabled.Daniel J. Ramirez
2017-10-20Bind some VisualServer functionsLeon Krause
2017-10-16Fix crash in shader parsingPedro J. Estébanez
...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046.
2017-10-15Merge pull request #12088 from Grosskopf/physics-server-docsRémi Verschelde
Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also minor Bugfix
2017-10-14Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, ↵Grosskopf
also a minor bugfix in the 3D Pinjoint.
2017-10-14Expose 'request_frame_drawn_callback' to script.Saracen
2017-10-14Redoing the ARVR GDNative interface as module and tighter implementationBastiaanOlij
2017-10-13Merge pull request #12027 from marcelofg55/collision_crashfixRémi Verschelde
Prevent a possible crash at collision_object_2d_sw.h
2017-10-12Prevent a possible crash at collision_object_2d_sw.hMarcelo Fernandez
2017-10-11Merge pull request #12038 from Hinsbart/argument_namesRémi Verschelde
Fix argument names in method bindings. [ci skip]
2017-10-11Fix argument names in method bindings.Andreas Haas
Adds a couple of missing argument names.
2017-10-11Bind VisualServer.sync() method to GDScriptJulian Murgia
This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94)
2017-10-11Merge pull request #11954 from neikeq/dIgnacio Etcheverry
Added 'exposed' field to ClassInfo for registered classes
2017-10-09Adds 'exposed' field to ClassInfoIgnacio Etcheverry
This field represents if the class is exposed to the scripting API. The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize'). - Added missing registration of classes that are meant to be exposed.
2017-10-09Merge pull request #11702 from AndreaCatania/bodyDSRémi Verschelde
Added new API to get body direct state
2017-10-06Made a few tweaks to the interfaceBastiaanOlij
2017-10-04Fix GIProbe light visibilityHiroshi Ogawa
- Fix https://github.com/godotengine/godot/issues/10535
2017-10-02Merge pull request #11659 from AndreaCatania/prephysicsAndreas Haas
Renamed fixed_process to physics_process
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-29Added new API to get body direct stateAndreaCatania
2017-09-29Fixed typo: 'texure' to 'texture'Indah Sylvia
2017-09-27Fixes to light shaders, should work now..Juan Linietsky
2017-09-25Fixed Voice_Count issues in AudioEffectChorus:Indah Sylvia
- Setting voice_count value to 4 (MAX_VOICES) is now allowed - Fixed slider glitch on setting voice_count value
2017-09-25AudioEffectLimiter: fix wrong soft_clip_ratio getterPoommetee Ketson
2017-09-25Removed print_line in Physics2DServerWrapMT::init()Indah Sylvia
2017-09-24Discarding now works in shadersDaniel Doran
"discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly.
2017-09-23Added light affect parameter to baked AOJuan Linietsky
2017-09-23-Fixed redraw always on 3D viewprot bugJuan Linietsky
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
2017-09-23Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez
classes
2017-09-22Fix wrong index in get_euler_xyz and wrong get_euler in G6DF Jointm4nu3lf
2017-09-22Fix Inertia tensor update & Generic 6DOF Jointm4nu3lf
2017-09-21Add inversesqrt to shader language.Ferenc Arn