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* | Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-074-885/+913
* | Force redraw when HDR auto exposure is enable in all frames, fixes #10784Juan Linietsky2017-09-061-0/+2
* | -Fix folow surface in subsurface scattering, closes #10696Juan Linietsky2017-09-061-56/+57
* | Fix frame selection in 2D particles, closes #10668Juan Linietsky2017-09-061-1/+1
* | Fix directional vertex shaded light which was using normal instead of light c...Juan Linietsky2017-09-051-1/+1
* | Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky2017-09-051-8/+39
* | Merge pull request #10990 from MednauN/unshaded-fixRémi Verschelde2017-09-051-8/+5
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| * | Fix unshaded materials renderEvgeny Zuev2017-09-051-8/+5
* | | Automatically redraw when shaders using TIME are visible, fixes #10554Juan Linietsky2017-09-054-0/+13
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* | Fix opaque pre pass, closes #10472Juan Linietsky2017-09-043-40/+41
* | Don't compare float to intHenrik Andersson2017-09-041-1/+1
* | Added transmission shader parameter.Juan Linietsky2017-09-032-17/+32
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* Merge pull request #10858 from letheed/add-shadow_filter-variantRémi Verschelde2017-09-022-0/+16
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| * add shadow_filter variant PCF7letheed2017-09-012-0/+16
* | Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+1
* | Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde2017-09-012-7/+7
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| * | Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-012-7/+7
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* | Fix some argument ordering, closes #10010Juan Linietsky2017-09-011-1/+1
* | Removed ontop property, added a material rendering priority system. Fixes #99...Juan Linietsky2017-09-014-22/+53
* | Fix files headerPoommetee Ketson2017-09-011-1/+1
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* Merge pull request #10305 from H4kor/gles3Juan Linietsky2017-08-311-1/+3
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| * fixed multimesh_instance_get_colorNiko Abeler2017-08-121-1/+3
* | Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transposeRémi Verschelde2017-08-312-10/+10
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| * | Implement texture UV transpose in the gles3 rendererBojidar Marinov2017-08-292-10/+10
* | | Merge pull request #10624 from letheed/masterRémi Verschelde2017-08-311-3/+0
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| * | | fix shadow filter pcf5 implemented as pcf7letheed2017-08-251-3/+0
* | | | Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky2017-08-302-2/+4
* | | | Changed bools to uint32_t as this may be a compiler bug..Juan Linietsky2017-08-291-4/+4
* | | | -Fixed screen edge SSAO filter, fixes #9678Juan Linietsky2017-08-292-2/+7
* | | | removed DISCARD built in variable, replaced by actual discard GLSL instructio...Juan Linietsky2017-08-292-12/+3
* | | | Merge pull request #10662 from hoelzl/python3-v3Rémi Verschelde2017-08-281-1/+1
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| * | | | Make build scripts Python3 compatibleMatthias Hoelzl2017-08-271-1/+1
* | | | | -Moved script run to editor, removed from projectJuan Linietsky2017-08-271-1/+0
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* | | | Dead code tells no talesRémi Verschelde2017-08-271-2/+0
* | | | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2712-12/+12
* | | | Added/Fixed null pointer checksWilson E. Alvarez2017-08-261-4/+1
* | | | -Massive clean up to gizmosJuan Linietsky2017-08-262-46/+0
* | | | Fixed opaque unshaded materials, they go through the regular opaque render li...Juan Linietsky2017-08-252-1/+11
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* | | fix ssao issue with intel hd**** hardwaresGilles Roudiere2017-08-231-2/+3
* | | Fade last cascade in directional shadow, closes #9779Juan Linietsky2017-08-221-1/+4
* | | Invalid materials or shaders will now interrupt the next chain in materials, ...Juan Linietsky2017-08-221-1/+1
* | | Fix Reindhart tonemapping, invalid type in signatureRémi Verschelde2017-08-221-1/+1
* | | Several fixes to subsurface scattering. Closes #9530Juan Linietsky2017-08-214-71/+89
* | | Implemented missing opaque prepass render mode, fixes #9452Juan Linietsky2017-08-201-0/+10
* | | Properly initialize color hinted vec4 uniforms to 0,0,0,1 fixes #9354Juan Linietsky2017-08-201-1/+7
* | | -Fix all shadow and culling related issues, fixes #9330Juan Linietsky2017-08-194-8/+46
* | | Added polygon antialiasing, but it does not work on nvidia. Will have to try ...Juan Linietsky2017-08-191-0/+7
* | | Merge pull request #10406 from marcelofg55/closest_power_of_2Rémi Verschelde2017-08-181-6/+6
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| * | | Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-6/+6
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* / / Oops, fixed wrong color masking problem. Closes #10149Juan Linietsky2017-08-171-1/+1
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