Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-09 | Fixed Particles restart after visibility has been set to off and on again | PouleyKetchoupp | |
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted. Fixed #33476 | |||
2019-11-08 | Merge pull request #27742 from rxlecky/camera-replication | Rémi Verschelde | |
Game camera override | |||
2019-11-08 | Fix 'r1' (and r2) may be used uninitialized warning in eq.cpp. | Marcel Admiraal | |
2019-11-05 | Merge pull request #33153 from raphael10241024/fix_occluder | Rémi Verschelde | |
fix occluders positions error under canvas_layer | |||
2019-11-03 | Prevents usage of unsupported texture shader types in GLES2 | Yuri Roubinsky | |
2019-11-02 | Merge pull request #33259 from Chaosus/remove_gles2_switch_op | Rémi Verschelde | |
Removed switch operator from GLES2 shader back-end | |||
2019-11-02 | Removed switch operator from GLES2 shader back-end | Yuri Roubinsky | |
2019-11-01 | Merge pull request #33238 from qarmin/other_fixes | Rémi Verschelde | |
Fix some crashes, overflows and using variables without values | |||
2019-11-01 | Fix some crashes, overflows and using variables without values | Rafał Mikrut | |
2019-10-31 | Prevents shader crash on GLES2 if unsupported built-in has been used | Yuri Roubinsky | |
2019-10-29 | Added check if field name in the shader is equal to builtin | Yuri Roubinsky | |
2019-10-29 | fix occluders positions error under canvas_layer, close #32880 | RaphaelHunter | |
2019-10-28 | Fix shader crash if non-boolean expression inserted into "if" | Yuri Roubinsky | |
2019-10-26 | Improve error messages related to `shader_type` | Hugo Locurcio | |
The list of allowed shader types is now displayed if any `shader_type`-related error is emitted. This makes it easier to remember which shader types are allowed when creating a new shader. | |||
2019-10-25 | Merge pull request #32845 from madmiraal/rigidbody-mode-change | Rémi Verschelde | |
Activate Body(2D)SW when switching to rigid or character mode. | |||
2019-10-24 | Fix leak in Physics2DServerSW | Rafał Mikrut | |
2019-10-23 | Implement game camera override | Erik | |
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes. | |||
2019-10-15 | Activate Body(2D)SW when switching to rigid or character mode. | Marcel Admiraal | |
2019-10-13 | Merge pull request #32799 from clayjohn/free_pools | Rémi Verschelde | |
Properly free sky and lightmap caches in multithreaded server | |||
2019-10-13 | Properly free sky and lightmap caches in multithreaded server | clayjohn | |
2019-10-12 | Merge pull request #32767 from madmiraal/body2d-can_sleep-default | Rémi Verschelde | |
Fix mismatch between RigidBody2D and Body2DSW can_sleep defaults. | |||
2019-10-12 | Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults. | Marcel Admiraal | |
- Set Body2DSW can_sleep default to true. - Set Body2D can_sleep default to true. | |||
2019-10-11 | Fix to make sure the capture buffers are deallocated at shutdown. Silences ↵ | Saracen | |
warnings. | |||
2019-10-08 | Fix invalid autocompletion pasting of shader param name | Yuri Roubinsky | |
2019-10-08 | Merge pull request #32571 from DavidSichma/rect_flip | Rémi Verschelde | |
Correctly flip texture src region | |||
2019-10-06 | Prevent shader crash if name of variable overrides function name | Yuri Roubinsky | |
2019-10-06 | Prevent shader crash if function call been used on constant | Yuri Roubinsky | |
2019-10-06 | Fix few redefinition name errors for variable/param/function in shaders | Yuri Roubinsky | |
2019-10-05 | Correctly flip texture src region | David Sichma | |
2019-10-02 | Removed unnecessary shader error log messages | Yuri Roubinsky | |
2019-09-25 | Merge pull request #32051 from qarmin/some_error_explanation | Rémi Verschelde | |
Added some obvious errors explanations | |||
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-09-24 | doc: Sync classref with current source | Rémi Verschelde | |
Fix a few missing bindings or unspecified argument names and default values. | |||
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-22 | Changed some code found by Clang Tidy and Coverity | qarmin | |
2019-09-20 | Merge pull request #32150 from luzpaz/typos | Rémi Verschelde | |
Fix misc. source comment typos | |||
2019-09-19 | Fix misc. source comment typos | luz.paz | |
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt ` | |||
2019-09-19 | Merge pull request #31202 from azagaya/light-data | Rémi Verschelde | |
Create shadow_vec for altering shadow computation | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used. | |||
2019-08-28 | Merge pull request #31600 from Chaosus/shader_func_return_fix | Yuri Roubinsky | |
Fix shader crash when users miss the return statement | |||
2019-08-28 | Fix shader crash when users miss the return statement | Yuri Roubinski | |
2019-08-28 | Typo fix: "differt" -> "different" | follower | |
2019-08-24 | Merge pull request #31596 from Chaosus/shader_switch | Rémi Verschelde | |
Implements switch flow control operator in shaders | |||
2019-08-23 | Fix uninitialized inertia value in Body2DSW | Andrii Doroshenko (Xrayez) | |
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-22 | Fix custom inertia in physics2d, closes#30838 | RaphaelHunter | |
2019-08-14 | Merge pull request #31266 from ↵ | Rémi Verschelde | |
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments | |||
2019-08-13 | Implemented do/while loops for shaders | Yuri Roubinski | |