| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Improve slang, especially in user-visible parts | Unknown | 2017-12-05 | 1 | -1/+1 |
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| * | Fix use of unitialized variables | Hein-Pieter van Braam | 2017-09-02 | 1 | -1/+5 |
| | | | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7 | ||||
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | 2017-06-16 | 1 | -2/+7 |
| | | | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | ||||
| * | -Restored multithread capability to VisualServer | Juan Linietsky | 2017-06-09 | 1 | -0/+1 |
| | | | | | -Restored resource previews! | ||||
| * | many fixes to image loader, voxel cone tracing, etc. | Juan Linietsky | 2017-06-02 | 1 | -2/+2 |
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| * | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | 2017-05-31 | 1 | -7/+12 |
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| * | -Added EXR supprot for HDR (no BC6 compression yet though) | Juan Linietsky | 2017-05-26 | 1 | -44/+65 |
| | | | | | | | -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3 | ||||
| * | Use libsquish to decompress DXT textures. | Ferenc Arn | 2017-05-18 | 1 | -1/+41 |
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| * | Detect SSE/SSE2 for libsquish. | Ferenc Arn | 2017-04-28 | 1 | -0/+6 |
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| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -25/+28 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Several bugfixes, improving the import workflow | Juan Linietsky | 2017-02-06 | 1 | -3/+2 |
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| * | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -3/+3 |
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| * | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -5/+5 |
| | | | | | renamed to PoolVector | ||||
| * | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 1 | -9/+9 |
| | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| * | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -1/+1 |
| | | | | | | | | | 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! | ||||
| * | squish: Move to a module and split thirdparty lib | Rémi Verschelde | 2016-10-15 | 1 | -0/+92 |
