| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | 2018-02-21 | 1 | -6/+13 |
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| * | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | 2018-02-21 | 1 | -2/+6 |
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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. | ||||
| * | Merge pull request #15191 from Jerome67000/z_renaming | Rémi Verschelde | 2018-01-04 | 1 | -4/+4 |
| |\ | | | | | renames "z" Node2D property to "z_index" | ||||
| | * | #15078 renamed "z" -> "z_index" property in Node2D | Jerome67000 | 2018-01-03 | 1 | -4/+4 |
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| * | | Update copyright statements to 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| |/ | | | | Happy new year to the wonderful Godot community! | ||||
| * | Cleanup some #if 0'd code | Rémi Verschelde | 2017-12-17 | 1 | -60/+0 |
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| * | -Ability to and unwrap lightmap coordinates on import | Juan Linietsky | 2017-12-09 | 1 | -0/+85 |
| | | | | | | | | | -Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away | ||||
| * | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | 2017-11-25 | 1 | -1/+1 |
| | | | | | | | wrong function, leading to unnecesary copy on writes and reduced performance. | ||||
| * | Disable antialiasing for CanvasItem triangle arrays | Rémi Verschelde | 2017-08-28 | 1 | -0/+1 |
| | | | | | Fixes #10461 and supersedes #10645 as suggested by @bruvzg. | ||||
| * | Merge pull request #10676 from hpvb/speedup-_render_canvas_item_tree | Rémi Verschelde | 2017-08-28 | 1 | -8/+5 |
| |\ | | | | | Use memset to zero z_list | ||||
| | * | Use memset to zero z_list | Hein-Pieter van Braam | 2017-08-27 | 1 | -8/+5 |
| | | | | | | | | | | | | | | | | | | | | | | | Using gprof I found the engine spending 10 - 20% of time in the _render_canvas_item_tree function. The function profiles as using about 0.09ms. Swapping the loop with two memset() calls reduces the time spent in this function a lot, and the time per call to about 0.02ms. Likewise the render_canvas function was using ~10% of time, replacing the loop there dropped per-call time from 0.22ms to 0.18ms. | ||||
| * | | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | Added/Fixed null pointer checks | Wilson E. Alvarez | 2017-08-26 | 1 | -6/+8 |
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| * | Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵ | Juan Linietsky | 2017-08-19 | 1 | -1/+4 |
| | | | | | something else.. | ||||
| * | Add closest_power_of_2 func and implement mix_rate/latency on OS X | Marcelo Fernandez | 2017-08-17 | 1 | -2/+2 |
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| * | Synchronize parameter names in definition and declaration | TwistedTwigleg | 2017-08-16 | 1 | -2/+2 |
| | | | | | Fixes #10244. | ||||
| * | -Many fixes to VisualScript, fixed property names, etc. | Juan Linietsky | 2017-06-30 | 1 | -2/+82 |
| | | | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458 | ||||
| * | Order of 2D nodes in tree affects drawing properly again. | Juan Linietsky | 2017-06-22 | 1 | -0/+12 |
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| * | 2D GPU Particles working.. | Juan Linietsky | 2017-06-21 | 1 | -0/+19 |
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| * | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | 2017-06-18 | 1 | -1/+5 |
| | | | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | ||||
| * | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | 2017-06-17 | 1 | -6/+12 |
| | | | | | support in Sprite so far. | ||||
| * | -Fixed occluder rendering, closes #8560 | Juan Linietsky | 2017-06-13 | 1 | -0/+7 |
| | | | | | -Ability to smooth out 2D shadow filters | ||||
| * | Fix build error | Poommetee Ketson | 2017-06-05 | 1 | -1/+0 |
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| * | renamed all Rect2.pos to Rect2.position | alexholly | 2017-06-04 | 1 | -3/+3 |
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| * | -Fix eternal black screen on Windows | Juan Linietsky | 2017-04-09 | 1 | -0/+3 |
| | | | | | -Disabled warnings on windows, need to properly set up warnings | ||||
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -502/+400 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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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| * | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -1/+1 |
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| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -3/+5 |
| | | | | | | 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. | ||||
| * | Type renames: | Juan Linietsky | 2017-01-11 | 1 | -11/+11 |
| | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | ||||
| * | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -6/+6 |
| | | | | | renamed to PoolVector | ||||
| * | Begining of GLES3 renderer: | Juan Linietsky | 2016-10-03 | 1 | -0/+1268 |
| -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 | |||||
