| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Allow editing of some unbound properties when hinted (or no range hinted) | Juan Linietsky | 2018-05-16 | 1 | -3/+3 |
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| * | -New inspector. | Juan Linietsky | 2018-05-15 | 1 | -6/+6 |
| | | | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) - | ||||
| * | 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. | ||||
| * | Update copyright statements to 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | | Happy new year to the wonderful Godot community! | ||||
| * | -Add lightmapper | Juan Linietsky | 2017-12-14 | 1 | -0/+17 |
| | | | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) | ||||
| * | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | 2017-12-07 | 1 | -4/+4 |
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| * | Ability to change indirect light energy. | Juan Linietsky | 2017-11-19 | 1 | -0/+3 |
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| * | Rename Rect3 to AABB. | Ferenc Arn | 2017-11-17 | 1 | -5/+5 |
| | | | | | Fixes #12973. | ||||
| * | Reworked how servers preallocate RIDs, should fix #10970 | Juan Linietsky | 2017-11-09 | 1 | -1/+7 |
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| * | Revert "In editor, instance DirectionalLight with an initial orientation" | Giantblargg | 2017-10-22 | 1 | -6/+0 |
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| * | Bind unbound enums, rearrange some by value | Poommetee Ketson | 2017-10-22 | 1 | -1/+1 |
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| * | In editor, instance DirectionalLight with an initial sun-like orientation | Marc Gilleron | 2017-09-25 | 1 | -0/+6 |
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| * | Fix enums bindings | Maxim Sheronov | 2017-09-13 | 1 | -0/+6 |
| | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json | ||||
| * | Fix serveral recent new clang-format errors | Hein-Pieter van Braam | 2017-09-08 | 1 | -6/+3 |
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| * | Several fixes to directional shadows, closes #10926 | Juan Linietsky | 2017-09-07 | 1 | -1/+22 |
| | | | | | Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized. | ||||
| * | Improved default directional shadow params, added bias split scale, closes #9828 | Juan Linietsky | 2017-08-30 | 1 | -2/+4 |
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| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | Merge pull request #10351 from neikeq/enums-are-for-the-weak | Juan Linietsky | 2017-08-21 | 1 | -17/+17 |
| |\ | | | | | ClassDB: Provide the enum name of integer constants | ||||
| | * | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | 2017-08-20 | 1 | -17/+17 |
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| * | | Merge pull request #10319 from neikeq/pr-engine-editor-hint | Juan Linietsky | 2017-08-20 | 1 | -1/+2 |
| |\ \ | |/ |/| | Adds Engine::is_editor_hint() method | ||||
| | * | Removes editor_hint from SceneTree | Ignacio Etcheverry | 2017-08-19 | 1 | -1/+2 |
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| * | | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky | 2017-08-19 | 1 | -0/+16 |
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| * | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | 2017-07-19 | 1 | -1/+1 |
| | | | | | -Added system for feature overrides, it's pretty cool :) | ||||
| * | Fixed several bugs with directional light, and changed defaults to be more ↵ | Juan Linietsky | 2017-06-14 | 1 | -5/+6 |
| | | | | | sensible. | ||||
| * | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 | Juan Linietsky | 2017-06-13 | 1 | -2/+3 |
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| * | Change Omni light default mode to Cube, avoids users confusing it as a bug, ↵ | Juan Linietsky | 2017-06-12 | 1 | -1/+1 |
| | | | | | closes #8813 | ||||
| * | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | 2017-05-17 | 1 | -20/+0 |
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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 | -192/+158 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | -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.. | ||||
| * | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -22/+22 |
| | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56 | ||||
| * | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -26/+26 |
| | | | | | This saves typing and is a step towards fixing #56 | ||||
| * | basic contact shadows implementation, will most likely need some polishing | Juan Linietsky | 2017-02-08 | 1 | -0/+3 |
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| * | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -1/+1 |
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| * | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | 2017-01-13 | 1 | -1/+1 |
| | | | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | ||||
| * | Type renames: | Juan Linietsky | 2017-01-11 | 1 | -5/+5 |
| | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | ||||
| * | It is now possible to name layers of different kinds! | Juan Linietsky | 2017-01-10 | 1 | -1/+1 |
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| * | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -2/+2 |
| | | | | | renamed to PoolVector | ||||
| * | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | 2017-01-04 | 1 | -25/+32 |
| | | | | | | | -Modified help to display properties GDScript can still not make use of them, though. | ||||
| * | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -22/+22 |
| | | | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | ||||
| * | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 1 | -447/+197 |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| | * | work in progress global illumination | Juan Linietsky | 2016-12-20 | 1 | -2/+32 |
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| | * | Subsurface scattering material param is now working! | Juan Linietsky | 2016-12-02 | 1 | -1/+1 |
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| | * | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | 2016-11-20 | 1 | -1/+1 |
| | | | | | | | | | a lot more complete and usable now. | ||||
| | * | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | 2016-11-11 | 1 | -23/+35 |
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| | * | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | 2016-11-09 | 1 | -11/+80 |
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| | * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 1 | -7/+143 |
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| | * | Begining of GLES3 renderer: | Juan Linietsky | 2016-10-03 | 1 | -502/+5 |
| | | | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | ||||
| * | | 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! | ||||
| * | | light: respect editor_only setting in release build and dont show the light | J08nY | 2016-10-03 | 1 | -2/+4 |
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