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* Could not use pre multiply alpha for material in editorKyle Luce2016-07-171-1/+1
| | | | | - 3 was hard coded, I just changed to 4. Unfortunately this will break every time a blend mode is added
* classref: Fix arg name for is_action_pressed/releasedRémi Verschelde2016-07-081-1/+1
| | | | Also position TEXTURE_SPHERE constant properly.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-2/+2
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* Fix shader loading, making possible load .shd and .sgp from editorFranklin Sobrinho2015-11-271-0/+2
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* Bind missing FixedMaterial constants, fixes #2628Franklin Sobrinho2015-10-191-1/+5
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fix crash when deleting shader from material, fixes #1631Juan Linietsky2015-04-071-1/+1
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* added missing set_shader_param functionsJuan Linietsky2015-02-111-1/+1
| | | | also added code completion hint for shader params
* -fix shader param names broken issue on code completionJuan Linietsky2015-01-141-1/+1
| | | | -fix z order issue in new 2D engine
* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-120/+21
| | | | | | fixed later. -fixed issue of opacity not working
* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-1/+1
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* New Code CompletionJuan Linietsky2014-12-161-0/+16
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-0/+4
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Little BitsJuan Linietsky2014-10-121-3/+13
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* missing fils from yesterday comit.Juan Linietsky2014-10-031-2/+6
| | | | | must have made some mistake with git, not sure why they were not sent..
* Misc FixesJuan Linietsky2014-06-271-87/+37
| | | | | | | | | | | | ========== -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
* More 3D ImprovementsJuan Linietsky2014-05-291-2/+7
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-1/+3
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+706