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* -Added triplanar mapping modesJuan Linietsky2017-07-081-43/+205
| | | | -Some fixes to shader lang
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-2/+2
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* Reworked translation systemJuan Linietsky2017-06-281-3/+3
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky2017-06-251-6/+6
| | | | compatibility.
* -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky2017-06-171-2/+0
| | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
* fix bug related to unshaded materials not working on MSVC. Not cleanest ↵Juan Linietsky2017-06-151-0/+2
| | | | solution, might think about how to improve later.
* -working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky2017-06-051-30/+38
| | | | | -Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-29/+132
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* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-1/+7
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* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-63/+34
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* Several fixes related to PBR and EnvironmentJuan Linietsky2017-05-301-3/+3
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-146/+401
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* Fix typo in FixedSpatialMaterialAndreas Haas2017-04-061-1/+1
| | | | NormapMap
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-550/+496
| | | | | | | | | | | | | | | | | | | | | | | | 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
* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-1/+1
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-64/+64
| | | | | | 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 Braam2017-02-131-59/+59
| | | | This saves typing and is a step towards fixing #56
* Use property convention introduced in b085c4 (_ rather than / as separator).Ferenc Arn2017-01-181-1/+1
| | | | Fixes #7476.
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-59/+77
| | | | | | -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 Linietsky2017-01-021-64/+64
| | | | | | | | 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 Verschelde2017-01-021-355/+889
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Add a metallic modeJuan Linietsky2017-01-021-4/+64
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| * Subsurface scattering material param is now working!Juan Linietsky2016-12-021-11/+26
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| * Huge amount of improvement in the material system. Materials should beJuan Linietsky2016-11-201-34/+234
| | | | | | | | a lot more complete and usable now.
| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+1
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| * -Many many fixesJuan Linietsky2016-10-291-6/+63
| | | | | | | | -Gizmos work again
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-3/+751
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-549/+3
| | | | | | | | | | | | | | | | -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!
* 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