| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Fix UWP build after #14622. | bruvzg | 2018-05-18 | 1 | -2/+2 |
| | | |||||
| * | Merge pull request #14622 from bruvzg/non-rectangular-windows | Hein-Pieter van Braam | 2018-05-08 | 1 | -1/+47 |
| |\ | | | | | Experimental support for windows with per-pixel transparency. | ||||
| | * | Experimental support for windows with per-pixel transparency (macOS, X11 and ↵ | bruvzg | 2018-04-07 | 1 | -1/+47 |
| | | | | | | | | | Windows). | ||||
| * | | Fixes logically dead code (Coverity) | Crazy-P | 2018-04-21 | 1 | -2/+0 |
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment. | ||||
| * | Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵ | Wilson E. Alvarez | 2018-03-13 | 1 | -0/+1 |
| | | | | | RasterizerGLES3 | ||||
| * | Add GL_ARB_framebuffer_object extension support check and ↵ | bruvzg | 2018-03-05 | 1 | -17/+19 |
| | | | | | | | GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms. | ||||
| * | Fix stretch aspect keep mode | volzhs | 2018-01-10 | 1 | -1/+1 |
| | | | | | | Fix #15407 Fix #15514 | ||||
| * | Add missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -0/+1 |
| | | | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | ||||
| * | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | 2018-01-02 | 1 | -0/+10 |
| | | | | | on Mali and PowerVR. | ||||
| * | Update copyright statements to 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | | Happy new year to the wonderful Godot community! | ||||
| * | Cleanup some #if 0'd code | Rémi Verschelde | 2017-12-17 | 1 | -37/+0 |
| | | |||||
| * | Merge pull request #13264 from zatherz/feature/projectsettings_limits | Juan Linietsky | 2017-11-26 | 1 | -1/+2 |
| |\ | | | | | Add range to anisotropic filter level | ||||
| | * | Add range to anisotropic filter level (1 to 16 with integer steps) | Zatherz | 2017-11-25 | 1 | -1/+2 |
| | | | |||||
| * | | Add ability to opt-out buffer swapping in `VS::draw()` | Pedro J. Estébanez | 2017-11-25 | 1 | -2/+5 |
| |/ | |||||
| * | Check whether GL context supports the expected API | Rémi Verschelde | 2017-11-19 | 1 | -23/+16 |
| | | | | | | I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0. | ||||
| * | Disable OpenGL warnings unless running with -v, closes #7171 | Juan Linietsky | 2017-11-13 | 1 | -3/+5 |
| | | |||||
| * | Remove performance warnings, closes #11585 | Juan Linietsky | 2017-11-06 | 1 | -0/+3 |
| | | |||||
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
| | | |||||
| * | Added/Fixed null pointer checks | Wilson E. Alvarez | 2017-08-26 | 1 | -4/+1 |
| | | |||||
| * | sorry, leftover bug fixed | Juan Linietsky | 2017-08-08 | 1 | -5/+6 |
| | | |||||
| * | -Made visual server time affected by global time scale, closes #5583 | Juan Linietsky | 2017-08-08 | 1 | -1/+14 |
| | | | | | -Restored time rollover in visual server | ||||
| * | remove meaningless print line from editor console | Indah Sylvia | 2017-08-02 | 1 | -1/+0 |
| | | |||||
| * | Several changes to better run in mobile. | Juan Linietsky | 2017-07-22 | 1 | -1/+8 |
| | | |||||
| * | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | 2017-07-19 | 1 | -1/+1 |
| | | | | | -Added system for feature overrides, it's pretty cool :) | ||||
| * | -Reorganized all properties of project settings (Sorry, Again). | Juan Linietsky | 2017-07-17 | 1 | -4/+2 |
| | | | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too) | ||||
| * | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | 2017-06-26 | 1 | -0/+1 |
| | | | | | -Fixded BackBuffercopy object | ||||
| * | Restored everything related to information polling, and added information ↵ | Juan Linietsky | 2017-06-11 | 1 | -5/+2 |
| | | | | | box for viewport. | ||||
| * | renamed all Rect2.pos to Rect2.position | alexholly | 2017-06-04 | 1 | -3/+3 |
| | | |||||
| * | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | 2017-05-17 | 1 | -4/+4 |
| | | |||||
| * | Fix compilation for UWP | George Marques | 2017-04-29 | 1 | -1/+1 |
| | | |||||
| * | Restored (And auto-generated) splash image | Juan Linietsky | 2017-04-09 | 1 | -0/+56 |
| | | |||||
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
| | | |||||
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -132/+111 |
| | | | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | ||||
| * | Add a bunch of missing Godot headers in own files | Rémi Verschelde | 2017-03-05 | 1 | -0/+29 |
| | | |||||
| * | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | 2017-02-21 | 1 | -1/+1 |
| | | | | | | | modified files) -.pck and .zip exporting redone, seems to be working.. | ||||
| * | a ton of bug fixes to the renderer | Juan Linietsky | 2017-02-16 | 1 | -6/+1 |
| | | |||||
| * | shadows were not working in-editor for nvidia, fixed now | Juan Linietsky | 2017-02-06 | 1 | -0/+1 |
| | | |||||
| * | Working on compile issues for iOS | BastiaanOlij | 2017-01-16 | 1 | -2/+2 |
| | | |||||
| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -3/+3 |
| | | | | | | 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. | ||||
| * | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | 2017-01-05 | 1 | -0/+4 |
| |\ | |||||
| | * | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | 2017-01-04 | 1 | -0/+4 |
| | | | | | | | | | renderer for Mac OS X. Still broken at this point. | ||||
| * | | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | 2017-01-05 | 1 | -3/+3 |
| |/ | | | | | | | | 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 | ||||
| * | WIP particle system | Juan Linietsky | 2017-01-01 | 1 | -1/+15 |
| | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | ||||
| * | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | 2016-12-24 | 1 | -1/+7 |
| | | | | | are no longer valid :( | ||||
| * | can bake for omni and spotlight | Juan Linietsky | 2016-12-22 | 1 | -3/+3 |
| | | | | | store normal when baking | ||||
| * | Some BRDF fixes | Juan Linietsky | 2016-12-21 | 1 | -2/+17 |
| | | |||||
| * | Godot works on Windows again.. | reduz | 2016-12-21 | 1 | -1/+1 |
| | | |||||
| * | Screen space reflection effect | Juan Linietsky | 2016-11-29 | 1 | -3/+3 |
| | | |||||
| * | WIP immediates and proper buffers swapping | Juan Linietsky | 2016-11-23 | 1 | -2/+1 |
| | | |||||
| * | Migrated from GLES to GLAD, fixes many issues. | Juan Linietsky | 2016-11-22 | 1 | -18/+59 |
| | | |||||
