| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | Merge pull request #17845 from JFonS/disable_spatial_shadows | Juan Linietsky | 2018-05-07 | 1 | -0/+2 |
| |\ | | | | | Added flag on SpatialMaterial to disable shadows | ||||
| | * | Added flag on SpatialMaterial to disable shadows | JFonS | 2018-03-29 | 1 | -0/+2 |
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| * | | Add no-blend canvas item render_mode | Bastiaan Olij | 2018-05-07 | 1 | -0/+1 |
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| * | | Fixes canvas light shaders. | Pieter-Jan Briers | 2018-04-13 | 1 | -1/+1 |
| | | | | | | | | | | | | | | | | | Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think? | ||||
| * | | Fix few bugs in shader definitions | Chaosus | 2018-03-10 | 1 | -3/+1 |
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| * | 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! | ||||
| * | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | 2017-12-26 | 1 | -1/+0 |
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| * | Made built-in identifiers properly constant in shaders. Fixes #14449, closes ↵ | Juan Linietsky | 2017-12-15 | 1 | -68/+73 |
| | | | | | #14629 | ||||
| * | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | 2017-10-23 | 1 | -1/+1 |
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| * | Rename Schlick GGX to GGX. | Ferenc Arn | 2017-10-21 | 1 | -1/+1 |
| | | | | | | | | | Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig. | ||||
| * | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | 2017-09-29 | 1 | -12/+3 |
| | | | | | Closes #9186 | ||||
| * | Fixes to light shaders, should work now.. | Juan Linietsky | 2017-09-27 | 1 | -0/+20 |
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| * | Added light affect parameter to baked AO | Juan Linietsky | 2017-09-23 | 1 | -0/+1 |
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| * | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | 2017-09-21 | 1 | -0/+2 |
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| * | Added transmission shader parameter. | Juan Linietsky | 2017-09-03 | 1 | -1/+2 |
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| * | Removed ontop property, added a material rendering priority system. Fixes ↵ | Juan Linietsky | 2017-09-01 | 1 | -1/+2 |
| | | | | | #9935, closes #10135 | ||||
| * | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | 2017-08-29 | 1 | -119/+124 |
| | | | | | instruction, fixes #9677 | ||||
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | 2017-08-08 | 1 | -0/+1 |
| | | | | | -Restored an alpha scissor property in Material | ||||
| * | Several changes to better run in mobile. | Juan Linietsky | 2017-07-22 | 1 | -0/+3 |
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| * | Some adjustments to toon material to make it more flexible | Juan Linietsky | 2017-07-08 | 1 | -0/+1 |
| | | | | | Ability to also disable specular | ||||
| * | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | 2017-07-08 | 1 | -0/+6 |
| | | | | | Added multipass support for materials. | ||||
| * | -Added triplanar mapping modes | Juan Linietsky | 2017-07-08 | 1 | -2/+3 |
| | | | | | -Some fixes to shader lang | ||||
| * | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | 2017-06-26 | 1 | -2/+4 |
| | | | | | -Fixded BackBuffercopy object | ||||
| * | Small fixes required to get platformer to work. | Juan Linietsky | 2017-06-23 | 1 | -0/+1 |
| | | | | | Added back CanvasItemMaterial | ||||
| * | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky | 2017-06-16 | 1 | -1/+1 |
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| * | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez | 2017-06-15 | 1 | -0/+2 |
| | | | | | | | This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain. | ||||
| * | -Added proper access to depth texture from shader | Juan Linietsky | 2017-06-07 | 1 | -0/+1 |
| | | | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future. | ||||
| * | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky | 2017-06-05 | 1 | -0/+2 |
| | | | | | | -Added refraction support for default material -Enabled BCS adjustments, as well as color correction. | ||||
| * | Added depth texture support (using parallax) to default material. | Juan Linietsky | 2017-06-04 | 1 | -1/+0 |
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| * | Rework shading modes and change location of light shader | Juan Linietsky | 2017-06-01 | 1 | -2/+5 |
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| * | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | 2017-05-31 | 1 | -1/+2 |
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| * | Particle system is complete. Rejoice! | Juan Linietsky | 2017-04-08 | 1 | -2/+0 |
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| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -4/+19 |
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| * | Map POSITION to gl_FragCoord.xy for 2D shaders | Pedro J. Estébanez | 2017-03-08 | 1 | -2/+2 |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -119/+111 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Add a bunch of missing Godot headers in own files | Rémi Verschelde | 2017-03-05 | 1 | -0/+28 |
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| * | WIP particle system | Juan Linietsky | 2017-01-01 | 1 | -0/+18 |
| | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | ||||
| * | Subsurface scattering material param is now working! | Juan Linietsky | 2016-12-02 | 1 | -0/+1 |
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| * | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | 2016-11-20 | 1 | -0/+7 |
| | | | | | a lot more complete and usable now. | ||||
| * | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | 2016-11-09 | 1 | -1/+1 |
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| * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 1 | -8/+8 |
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| * | Everything returning to normal in 3D, still a long way to go | Juan Linietsky | 2016-10-19 | 1 | -9/+4 |
| | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only | ||||
| * | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | 2016-10-10 | 1 | -0/+62 |
| | | | | | general | ||||
| * | -the new shader language seems to work | Juan Linietsky | 2016-10-07 | 1 | -0/+99 |
| -shader editor plugin can edit shaders -code completion in shader editor plugin | |||||
