| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865 | Tom Beckmann | 2017-11-19 | 1 | -3/+9 |
| | | |||||
| * | Rename Rect3 to AABB. | Ferenc Arn | 2017-11-17 | 1 | -7/+7 |
| | | | | | Fixes #12973. | ||||
| * | Fix particles' tangential acceleration randomness | MrCdK | 2017-11-10 | 1 | -2/+2 |
| | | |||||
| * | Fix randomisation of initial particle velocity | MillionOstrich | 2017-11-06 | 1 | -2/+2 |
| | | |||||
| * | Merge pull request #12052 from hi-ogawa/particle-material-conversion-plugin | Rémi Verschelde | 2017-10-20 | 1 | -166/+168 |
| |\ | | | | | Create ParticlesMaterialConversionPlugin | ||||
| | * | Create ParticlesMaterialConversionPlugin and format generated shader code | Hiroshi Ogawa | 2017-10-12 | 1 | -166/+168 |
| | | | |||||
| * | | Remove junk output | Ruslan Mustakov | 2017-10-13 | 1 | -4/+0 |
| |/ | | | | | Remove several prints that were added for engine debugging, but are of no use to the end user, and only pollute the editor and game logs. | ||||
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
| | | |||||
| * | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | 2017-08-20 | 1 | -24/+25 |
| | | |||||
| * | Merge pull request #10309 from H4kor/particles | Rémi Verschelde | 2017-08-16 | 1 | -7/+9 |
| |\ | | | | | Fixing blinking particles at 0 initial velocity. | ||||
| | * | Checking vecs before normalization. Fixes #10183 | Niko Abeler | 2017-08-16 | 1 | -7/+9 |
| | | | |||||
| * | | Merge pull request #10170 from ISylvox/trail-divisor__editor-glitch | Juan Linietsky | 2017-08-15 | 1 | -2/+1 |
| |\ \ | | | | | | | Trail Divisor: Fixed Editor Glitch | ||||
| | * | | trail divisor is now works properly | Indah Sylvia | 2017-08-08 | 1 | -2/+1 |
| | | | | |||||
| * | | | Disabling Particles::one_shot restarts emission | Zher Huei Lee | 2017-08-12 | 1 | -0/+2 |
| | |/ |/| | | | | | Fixes #10181 | ||||
| * | | Removes type information from method binds | Ignacio Etcheverry | 2017-08-10 | 1 | -16/+16 |
| |/ | |||||
| * | Ability to pause particles, closes #3675 | Juan Linietsky | 2017-08-07 | 1 | -0/+12 |
| | | |||||
| * | Reworked translation system | Juan Linietsky | 2017-06-28 | 1 | -1/+1 |
| | | | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale | ||||
| * | Curve features | Marc Gilleron | 2017-06-26 | 1 | -8/+3 |
| | | | | | | | - Ability to set tangents as linear - Indicative min and max values - CurveTexture doesn't need min and max anymore | ||||
| * | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | 2017-06-25 | 1 | -3/+4 |
| | | | | | compatibility. | ||||
| * | Ability to restart particle system with a function call | Juan Linietsky | 2017-06-25 | 1 | -0/+22 |
| | | |||||
| * | Added Curve resource | Marc Gilleron | 2017-06-24 | 1 | -18/+4 |
| | | | | | | | - New resource for curves in y(x) form - CurveTexture now has a Curve - Curve and CurveTexture share the same editor | ||||
| * | Small fixes required to get platformer to work. | Juan Linietsky | 2017-06-23 | 1 | -1/+1 |
| | | | | | Added back CanvasItemMaterial | ||||
| * | Properly exposed material types everywhere. | Juan Linietsky | 2017-06-22 | 1 | -1/+1 |
| | | |||||
| * | 2D GPU Particles working.. | Juan Linietsky | 2017-06-21 | 1 | -57/+139 |
| | | |||||
| * | Particles potential crash fix 2 | honix | 2017-05-16 | 1 | -0/+2 |
| | | |||||
| * | Particle system is complete. Rejoice! | Juan Linietsky | 2017-04-08 | 1 | -25/+94 |
| | | |||||
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
| | | |||||
| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -346/+1167 |
| | | |||||
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -1/+1 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -32/+32 |
| | | | | | | | 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 | -29/+29 |
| | | | | | This saves typing and is a step towards fixing #56 | ||||
| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -2/+2 |
| | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | ||||
| * | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -5/+5 |
| | | | | | renamed to PoolVector | ||||
| * | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -32/+32 |
| | | | | | | | | | 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 | -5/+7 |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| | * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 1 | -5/+5 |
| | | | |||||
| | * | Begining of GLES3 renderer: | Juan Linietsky | 2016-10-03 | 1 | -0/+2 |
| | | | | | | | | | | | | | | | | | -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! | ||||
| * | remove trailing whitespace | Hubert Jarosz | 2016-03-09 | 1 | -10/+10 |
| | | |||||
| * | refix particles3d issue, bringing down the amount limit to 1024 | Nuno Donato | 2016-02-16 | 1 | -2/+2 |
| | | |||||
| * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
| | | |||||
| * | Add missing argument names in GDScript bindings | Rémi Verschelde | 2015-12-28 | 1 | -2/+2 |
| | | | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place). | ||||
| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
| | | |||||
| * | Misc Fixes | Juan Linietsky | 2014-06-27 | 1 | -1/+1 |
| | | | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo | ||||
| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+559 |
