aboutsummaryrefslogtreecommitdiff
path: root/scene/3d/light.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-161-3/+3
|
* -New inspector.Juan Linietsky2018-05-151-6/+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 formattingRémi Verschelde2018-01-051-0/+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 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Add lightmapperJuan Linietsky2017-12-141-0/+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 filesRémi Verschelde2017-12-071-4/+4
|
* Ability to change indirect light energy.Juan Linietsky2017-11-191-0/+3
|
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-5/+5
| | | | Fixes #12973.
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+7
|
* Revert "In editor, instance DirectionalLight with an initial orientation"Giantblargg2017-10-221-6/+0
|
* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+1
|
* In editor, instance DirectionalLight with an initial sun-like orientationMarc Gilleron2017-09-251-0/+6
|
* Fix enums bindingsMaxim Sheronov2017-09-131-0/+6
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Fix serveral recent new clang-format errorsHein-Pieter van Braam2017-09-081-6/+3
|
* Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-071-1/+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 #9828Juan Linietsky2017-08-301-2/+4
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-17/+17
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-17/+17
| |
* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+2
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+2
| |
* | -Fix all shadow and culling related issues, fixes #9330Juan Linietsky2017-08-191-0/+16
|/
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky2017-06-141-5/+6
| | | | sensible.
* Remove default shadow bias of 0.1 for spot and omni light, fixes #8654Juan Linietsky2017-06-131-2/+3
|
* Change Omni light default mode to Cube, avoids users confusing it as a bug, ↵Juan Linietsky2017-06-121-1/+1
| | | | closes #8813
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-20/+0
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-192/+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 Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-22/+22
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-26/+26
| | | | This saves typing and is a step towards fixing #56
* basic contact shadows implementation, will most likely need some polishingJuan Linietsky2017-02-081-0/+3
|
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
|
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+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 Linietsky2017-01-111-5/+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 Linietsky2017-01-101-1/+1
|
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-25/+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 Linietsky2017-01-021-22/+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-masterRémi Verschelde2017-01-021-447/+197
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * work in progress global illuminationJuan Linietsky2016-12-201-2/+32
| |
| * Subsurface scattering material param is now working!Juan Linietsky2016-12-021-1/+1
| |
| * Huge amount of improvement in the material system. Materials should beJuan Linietsky2016-11-201-1/+1
| | | | | | | | a lot more complete and usable now.
| * Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-111-23/+35
| |
| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-11/+80
| |
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-7/+143
| |
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-502/+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 Verschelde2017-01-011-1/+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 lightJ08nY2016-10-031-2/+4
|/