| Commit message (Expand) | Author | Age | Files | Lines |
| * | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | 2017-09-05 | 1 | -8/+39 |
| * | Added transmission shader parameter. | Juan Linietsky | 2017-09-03 | 1 | -2/+4 |
| * | removed DISCARD built in variable, replaced by actual discard GLSL instructio... | Juan Linietsky | 2017-08-29 | 1 | -1/+3 |
| * | Dead code tells no tales | Rémi Verschelde | 2017-08-27 | 1 | -2/+0 |
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
| * | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | 2017-08-08 | 1 | -0/+2 |
| * | Some adjustments to toon material to make it more flexible | Juan Linietsky | 2017-07-08 | 1 | -0/+1 |
| * | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky | 2017-07-08 | 1 | -0/+5 |
| * | -Added triplanar mapping modes | Juan Linietsky | 2017-07-08 | 1 | -3/+14 |
| * | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | 2017-06-26 | 1 | -1/+3 |
| * | Small fixes required to get platformer to work. | Juan Linietsky | 2017-06-23 | 1 | -0/+1 |
| * | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez | 2017-06-15 | 1 | -0/+1 |
| * | -Added proper access to depth texture from shader | Juan Linietsky | 2017-06-07 | 1 | -0/+1 |
| * | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky | 2017-06-05 | 1 | -0/+5 |
| * | Added depth texture support (using parallax) to default material. | Juan Linietsky | 2017-06-04 | 1 | -0/+5 |
| * | subsurface scattering is fixed and working again | Juan Linietsky | 2017-06-03 | 1 | -1/+1 |
| * | Rework shading modes and change location of light shader | Juan Linietsky | 2017-06-01 | 1 | -0/+4 |
| * | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | 2017-05-31 | 1 | -0/+1 |
| * | fix varying in 3.0 shader | PanPan | 2017-05-17 | 1 | -1/+1 |
| * | Fix property warnings and hide some debug prints | Rémi Verschelde | 2017-04-23 | 1 | -1/+0 |
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -10/+66 |
| * | Map POSITION to gl_FragCoord.xy for 2D shaders | Pedro J. Estébanez | 2017-03-08 | 1 | -0/+1 |
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -320/+291 |
| * | Add a bunch of missing Godot headers in own files | Rémi Verschelde | 2017-03-05 | 1 | -0/+29 |
| * | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | 2017-02-28 | 1 | -0/+1 |
| * | Several bugfixes, improving the import workflow | Juan Linietsky | 2017-02-06 | 1 | -0/+1 |
| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -1/+1 |
| * | WIP particle system | Juan Linietsky | 2017-01-01 | 1 | -1/+18 |
| * | Fixed many more bugs reported by Valgrind | Juan Linietsky | 2016-12-23 | 1 | -0/+1 |
| * | Subsurface scattering material param is now working! | Juan Linietsky | 2016-12-02 | 1 | -2/+9 |
| * | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | 2016-11-20 | 1 | -5/+46 |
| * | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | 2016-11-09 | 1 | -1/+14 |
| * | -Many many fixes | Juan Linietsky | 2016-10-29 | 1 | -15/+73 |
| * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 1 | -4/+77 |
| * | 2D Shaders are working again using the new syntax, though all is buggy in gen... | Juan Linietsky | 2016-10-10 | 1 | -0/+528 |