Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-16 | Adapt platforms to AudioServer refactoring | Rémi Verschelde | |
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested. | |||
2017-01-16 | Working on compile issues for iOS | BastiaanOlij | |
2017-01-16 | Style: Various fixes to play nice with clang-format | Rémi Verschelde | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-16 | Style: Cleanups, added headers, renamed files | Rémi Verschelde | |
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain). | |||
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-15 | Style: Cosmetic fixes to play nice with clang-format | Rémi Verschelde | |
2017-01-15 | fixed to 2D physics, makes it work again | Juan Linietsky | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-12 | Unify naming of blendshape / morphtarget into just "Blend Shape" | Juan Linietsky | |
2017-01-11 | remove shorteners for server types in script | Juan Linietsky | |
2017-01-11 | Both Array and Dictionary are always in shared mode (removed copy on write). | Juan Linietsky | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-10 | Merge pull request #7426 from m4nu3lf/bugfix/physics | Juan Linietsky | |
Fixed inertia tensor computation and center of mass | |||
2017-01-10 | Merge pull request #7445 from tagcup/2d_math_fixes | Juan Linietsky | |
Various corrections in 2D math. | |||
2017-01-10 | Various corrections in 2D math. | Ferenc Arn | |
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well. | |||
2017-01-09 | Fixed inertia tensor computation and center of mass | m4nu3lf | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-05 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | |||
2017-01-04 | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | |
renderer for Mac OS X. Still broken at this point. | |||
2017-01-04 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
2017-01-03 | Improvement to y_sort: make clear which item has to be drawn first | lonesurvivor | |
when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code. | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Revert "Bindings: Fix missing default value" | Rémi Verschelde | |
This reverts commit 068b58b3ce3d86e4b5ebf3637fb21a70d786b00e. Same rationale as previous reverts. | |||
2017-01-02 | Revert "bind method canvas_item_set_sort_children_by_y" | Rémi Verschelde | |
This reverts commit 1f9e16119f2b17fa507bdee8529459ed91f27b8c. Same rationale as previous revert. | |||
2017-01-02 | Revert "small improvement to y_sort: make clear which item has to be drawn ↵ | Rémi Verschelde | |
first when two have the same y-coordinate" This reverts commit 4118b21e43c59e6abfe4f45ccf236ee529626f4e. Same rationale as previous revert. | |||
2017-01-02 | Revert "Add/expose VisualServer::get_default_clear_color()" | Rémi Verschelde | |
This reverts commit 753ba67d653c65239f0549313f3cca3330fd27f9, in preparation from the merge of the gles3 branch, as the VisualServer code changed too much to port this commit over during merge conflicts resolution. It could be readded afterwards. | |||
2017-01-02 | fix stupid bug in light downscaling for GI Probe | Juan Linietsky | |
2017-01-01 | WIP particle system | Juan Linietsky | |
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-12-31 | Some fixes and clean ups | Juan Linietsky | |
2016-12-30 | begin work on new particle system | reduz | |
2016-12-25 | now it really works on window for real | reduz | |
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | |
are no longer valid :( | |||
2016-12-23 | Fixed many more bugs reported by Valgrind | Juan Linietsky | |
2016-12-23 | baking now shows a proper button, and bakes can be saved. | Juan Linietsky | |
2016-12-22 | can bake for omni and spotlight | Juan Linietsky | |
store normal when baking | |||
2016-12-21 | Some BRDF fixes | Juan Linietsky | |
2016-12-21 | Godot works on Windows again.. | reduz | |
2016-12-20 | work in progress global illumination | Juan Linietsky | |
2016-12-10 | DOF blur, near and far fields.. | Juan Linietsky | |
2016-12-08 | Multi stage glow with light bleeding from HDR | Juan Linietsky | |
2016-12-07 | Tonemapping and Auto Exposure support | Juan Linietsky | |
2016-12-04 | small improvement to y_sort: make clear which item has to be drawn first ↵ | Patrick Reh | |
when two have the same y-coordinate | |||
2016-12-04 | Support for SSAO | Juan Linietsky | |
2016-12-02 | Subsurface scattering material param is now working! | Juan Linietsky | |
2016-11-29 | Screen space reflection effect | Juan Linietsky | |