| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | Add closest_power_of_2 func and implement mix_rate/latency on OS X | Marcelo Fernandez | 2017-08-18 | 1 | -1/+1 |
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| * | Merge pull request #7912 from RandomShaper/pause-rasterizer-2.1 | Rémi Verschelde | 2017-08-17 | 1 | -0/+5 |
| |\ | | | | | Implement time scaling for the rasterizer (2.1) | ||||
| | * | Implement time scaling for the rasterizer | Pedro J. Estébanez | 2017-03-20 | 1 | -0/+5 |
| | | | | | | | | | which affects 3D particles and the TIME uniform | ||||
| * | | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | Bring that Whole New World to the Old Continent too | Rémi Verschelde | 2017-03-19 | 1 | -2850/+2239 |
| | | | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261. | ||||
| * | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-12 | 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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e) | ||||
| * | Add/expose VisualServer::get_default_clear_color() | Pedro J. Estébanez | 2016-10-31 | 1 | -0/+5 |
| | | | | | (cherry picked from commit 753ba67d653c65239f0549313f3cca3330fd27f9) | ||||
| * | Mouse hotspot is not honored. | Ovnuniarchos | 2016-09-18 | 1 | -2/+2 |
| | | | | | (cherry picked from commit 8fcd92c38af19ebfc637e7a0dc623371453d986c) | ||||
| * | Merge pull request #5533 from Hinsbart/cursor_atex | Juan Linietsky | 2016-07-10 | 1 | -3/+9 |
| |\ | | | | | Can use AtlasTextures as custom mouse cursor. | ||||
| | * | Can use AtlasTextures as custom mouse cursor. | Andreas Haas | 2016-07-03 | 1 | -3/+9 |
| | | | | | | | | | fixes #3957 | ||||
| * | | Remove unused variables (fourth pass) + dead code | Rémi Verschelde | 2016-07-08 | 1 | -8/+0 |
| |/ | | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33. | ||||
| * | Add texture region support for stylebox render | Geequlim | 2016-06-05 | 1 | -1/+2 |
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| * | Changed import workflow | Juan Linietsky | 2016-05-27 | 1 | -4/+29 |
| | | | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types | ||||
| * | -Improve resource previews | Juan Linietsky | 2016-05-23 | 1 | -1/+4 |
| | | | | | -Also fixed draw_texture_rect() tile parameter | ||||
| * | ability to shrink all images x2 on load | Juan Linietsky | 2016-05-04 | 1 | -0/+5 |
| | | | | | | this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility. | ||||
| * | Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize | Rémi Verschelde | 2016-03-15 | 1 | -0/+60 |
| |\ | | | | | Ability to colourize baked lighting in real time. | ||||
| | * | Ability to colourize baked lighting in real time. | Saracen | 2016-02-06 | 1 | -0/+60 |
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| * | | Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off ↵ | Saracen | 2016-03-12 | 1 | -2/+2 |
| | | | | | | | | | now correctly disables shadows from affecting the instance. | ||||
| * | | fix six possible "divide by zero" | Hubert Jarosz | 2016-03-09 | 1 | -3/+4 |
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| * | | remove trailing whitespace | Hubert Jarosz | 2016-03-09 | 1 | -219/+219 |
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| * | | Added extra controls to GeometryInstances to control how they should cast ↵ | Saracen | 2016-03-07 | 1 | -11/+37 |
| |/ | | | | | | | shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h | ||||
| * | Merge pull request #3184 from vnen/update-copyright-2016 | Juan Linietsky | 2016-01-01 | 1 | -1/+1 |
| |\ | | | | | Update copyright to 2016 in headers | ||||
| | * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | | Make both lights and occluders stop working if hidden, fixes #2437 | Juan Linietsky | 2016-01-01 | 1 | -0/+2 |
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| * | -New mask mode for lights, makes using masks MUCH easier. | Juan Linietsky | 2015-12-08 | 1 | -2/+42 |
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| * | -Ability to debug video memory usage | Juan Linietsky | 2015-10-21 | 1 | -0/+15 |
| | | | | | -Small fix to xml saver (swapping > and <) | ||||
| * | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | 2015-10-17 | 1 | -2/+5 |
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| | * | Merge pull request #2479 from firefly2442/cppcheck-unusedvars | Juan Linietsky | 2015-10-17 | 1 | -1/+0 |
| | |\ | | | | | | | ran cppcheck, found unused variables | ||||
| | | * | ran cppcheck, found unused variables | firefly2442 | 2015-09-16 | 1 | -1/+0 |
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| | * | | nested clipping of canvas items now works | Zher Huei Lee | 2015-10-05 | 1 | -1/+5 |
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| * | | | misc cleanup | Juan Linietsky | 2015-10-17 | 1 | -1/+1 |
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| * / | Ability to visually debug geometry visually: | Juan Linietsky | 2015-09-20 | 1 | -0/+8 |
| |/ | | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings | ||||
| * | ios now displays splash screen between launch image and main scene, instead ↵ | steve | 2015-09-10 | 1 | -0/+2 |
| | | | | | of a black screen | ||||
| * | merged some stuff for okam | Juan Linietsky | 2015-09-03 | 1 | -2/+16 |
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| * | ability to change shadow color in light2d | Juan Linietsky | 2015-06-24 | 1 | -0/+9 |
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| * | new space shooter demo | Juan Linietsky | 2015-06-11 | 1 | -3/+6 |
| | | | | | ortho camera sort fix, closes #2063 | ||||
| * | -fixed many memory initialization issues | Juan Linietsky | 2015-06-06 | 1 | -1/+1 |
| | | | | | | -fixed deadlock on previews thread -fixed compilation errors on unix | ||||
| * | optional formal changes | ehriche | 2015-05-06 | 1 | -1/+1 |
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| * | -fixed broken lighting in release version of godot for isometric light demo, ↵ | Juan Linietsky | 2015-04-30 | 1 | -0/+4 |
| | | | | | fixes #1697 | ||||
| * | -Resolved light clipping issue due to wrong global rect cache, fixes #1722 | Juan Linietsky | 2015-04-25 | 1 | -0/+1 |
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| * | -Changed Godot exit to be clean. | Juan Linietsky | 2015-04-20 | 1 | -3/+7 |
| | | | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755 | ||||
| * | -try to avoid errors when path using ".." is present in script include, ↵ | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
| | | | | | fixes #1703 | ||||
| * | -Changed bootsplash option to use a file, fixes #1539 | Juan Linietsky | 2015-04-12 | 1 | -4/+22 |
| | | | | | -Added OS.get_splash_tick_msec() to query when splash appeared | ||||
| * | Changes to Light | Juan Linietsky | 2015-04-03 | 1 | -4/+13 |
| | | | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D | ||||
| * | read depth fixes | Juan Linietsky | 2015-03-31 | 1 | -1/+1 |
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| * | signed distance field font support | Juan Linietsky | 2015-03-21 | 1 | -0/+8 |
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| * | New option to send canvas to render buffer | Juan Linietsky | 2015-03-16 | 1 | -6/+90 |
| | | | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D. | ||||
| * | back buffer copy node, to improve on texscreen() | Juan Linietsky | 2015-03-12 | 1 | -1/+26 |
| | | | | | back buffer copy node and respective demo | ||||
| * | small optimizations to isometric light demo | Juan Linietsky | 2015-03-10 | 1 | -0/+10 |
| | | | | | | should work faster, and even faster if exported.. as textures have been optimized. | ||||
