| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | -Changed Godot exit to be clean. | Juan Linietsky | 2015-04-20 | 1 | -0/+2 |
| | | | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755 | ||||
| * | merges from okam repo | Juan Linietsky | 2015-03-03 | 1 | -46/+33 |
| | | |||||
| * | fix custom export packages for PC | Dana Olson | 2014-08-25 | 1 | -1/+1 |
| | | | | | also allow custom templates to reside outside of res:// for all platforms | ||||
| * | More 3D Improvements | Juan Linietsky | 2014-05-29 | 1 | -4/+4 |
| | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now. | ||||
| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+805 |
