| Commit message (Collapse) | Author | Age | Files | Lines |
| |\
| |
| |
| |
| | |
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
|
| | | |
|
| | | |
|
| | | |
|
| |/
|
|
|
|
|
|
| |
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!
|
| | |
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
| |
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
|
| |
|
|
|
|
|
|
|
|
|
| |
-=-=-=-=-=-=
-Object Picking and orthogonal camera related functions fixed (i hope)
-Going to preview mode in the camera shows a frame with the correct game aspect ratio
-Changed Camera API and properties a little t make it more straightforward
-Fixed bug in shader compiler.
-Fixed bug in ShaderGL
|
| |
|