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<title>godot.git/drivers/gles1, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=mirror</id>
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<updated>2015-01-10T20:35:26Z</updated>
<entry>
<title>2D Rewrite Step [1]</title>
<updated>2015-01-10T20:35:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-10T20:35:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=89970848311ee2d49040a148a56d80590091877c'/>
<id>urn:sha1:89970848311ee2d49040a148a56d80590091877c</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-

-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
</content>
</entry>
<entry>
<title>-ability to set default textures in shader (needed for visual shader editing)</title>
<updated>2014-12-21T14:42:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-12-21T14:42:44Z</published>
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<id>urn:sha1:f7f197c40941ffaf03fcddeb20536dec8074ca00</id>
<content type='text'>
-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
</content>
</entry>
<entry>
<title>-Much improvement to baked light baker</title>
<updated>2014-10-28T01:54:32Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-28T01:54:32Z</published>
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<id>urn:sha1:e82dc402052a47b44bb3bcf50ee4801257f92778</id>
<content type='text'>
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
</content>
</entry>
<entry>
<title>More Bug Fixes</title>
<updated>2014-09-17T23:03:10Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-09-17T23:03:10Z</published>
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<id>urn:sha1:990f6cf50e96213a4b1a2961e61a9b922cd75d71</id>
<content type='text'>
-=-=-=-=-=-=-

-Fixed a few bugs in Mixer, now playback of chiptunes works great :)
-Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame.
-Fixed camera in 3D kinematic character demo.
</content>
</entry>
<entry>
<title>Misc Fixes</title>
<updated>2014-06-28T02:21:45Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-28T02:21:45Z</published>
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<id>urn:sha1:2af2a84a03fd707cfa4c682aff34d722343d8985</id>
<content type='text'>
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
</content>
</entry>
<entry>
<title>More 3D Work</title>
<updated>2014-06-16T13:22:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-16T13:22:26Z</published>
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<id>urn:sha1:703004f830f39adcde9b9565f1aa49d1b10e8d27</id>
<content type='text'>
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
</content>
</entry>
<entry>
<title>More 3D Improvements</title>
<updated>2014-05-29T13:56:39Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-29T13:56:39Z</published>
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<id>urn:sha1:6f0b4678e26c04abfc88c0226c803e78a108de98</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
</content>
</entry>
<entry>
<title>Lots of 3D improvements:</title>
<updated>2014-05-05T01:50:23Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-05T01:50:23Z</published>
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<id>urn:sha1:72ae89c5aa8da9110ec8f89e5558d5d04935f3b5</id>
<content type='text'>
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
</content>
</entry>
<entry>
<title>-Added google play services (needed for some stuff)</title>
<updated>2014-04-15T01:43:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-04-15T01:43:44Z</published>
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<id>urn:sha1:ec4ef2d2e794819548d731f93728266d31261d71</id>
<content type='text'>
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
</content>
</entry>
<entry>
<title>-Fixed a few bugs in Viewport</title>
<updated>2014-04-10T03:18:27Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-04-10T03:18:27Z</published>
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<id>urn:sha1:7ea3e8267afaf626256c84a9a3dc61e2954fc6a2</id>
<content type='text'>
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
</content>
</entry>
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