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2017-01-16Adapt platforms to AudioServer refactoringRémi Verschelde
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-16Style: Various fixes to play nice with clang-formatRémi Verschelde
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: Cleanups, added headers, renamed filesRémi 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).
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-15Style: Cosmetic fixes to play nice with clang-formatRémi Verschelde
2017-01-15fixed to 2D physics, makes it work againJuan Linietsky
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-12Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky
2017-01-11remove shorteners for server types in scriptJuan Linietsky
2017-01-11Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Merge pull request #7426 from m4nu3lf/bugfix/physicsJuan Linietsky
Fixed inertia tensor computation and center of mass
2017-01-10Merge pull request #7445 from tagcup/2d_math_fixesJuan Linietsky
Various corrections in 2D math.
2017-01-10Various 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.
2017-01-09Fixed inertia tensor computation and center of massm4nu3lf
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05Merge branch 'master' of https://github.com/godotengine/godotJuan 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
2017-01-04First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij
renderer for Mac OS X. Still broken at this point.
2017-01-04Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-03Improvement to y_sort: make clear which item has to be drawn firstlonesurvivor
when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
2017-01-02ObjectTypeDB 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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Revert "Bindings: Fix missing default value"Rémi Verschelde
This reverts commit 068b58b3ce3d86e4b5ebf3637fb21a70d786b00e. Same rationale as previous reverts.
2017-01-02Revert "bind method canvas_item_set_sort_children_by_y"Rémi Verschelde
This reverts commit 1f9e16119f2b17fa507bdee8529459ed91f27b8c. Same rationale as previous revert.
2017-01-02Revert "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.
2017-01-02Revert "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.
2017-01-02fix stupid bug in light downscaling for GI ProbeJuan Linietsky
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2017-01-01Welcome 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!
2016-12-31Some fixes and clean upsJuan Linietsky
2016-12-30begin work on new particle systemreduz
2016-12-25now it really works on window for realreduz
2016-12-24fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz
are no longer valid :(
2016-12-23Fixed many more bugs reported by ValgrindJuan Linietsky
2016-12-23baking now shows a proper button, and bakes can be saved.Juan Linietsky
2016-12-22can bake for omni and spotlightJuan Linietsky
store normal when baking
2016-12-21Some BRDF fixesJuan Linietsky
2016-12-21Godot works on Windows again..reduz
2016-12-20work in progress global illuminationJuan Linietsky
2016-12-10DOF blur, near and far fields..Juan Linietsky
2016-12-08Multi stage glow with light bleeding from HDRJuan Linietsky
2016-12-07Tonemapping and Auto Exposure supportJuan Linietsky
2016-12-04small improvement to y_sort: make clear which item has to be drawn first ↵Patrick Reh
when two have the same y-coordinate
2016-12-04Support for SSAOJuan Linietsky
2016-12-02Subsurface scattering material param is now working!Juan Linietsky
2016-11-29Screen space reflection effectJuan Linietsky