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* Merge pull request #3528 from SaracenOne/baked_light_realtime_colourizeRémi Verschelde2016-03-151-0/+60
|\ | | | | Ability to colourize baked lighting in real time.
| * Ability to colourize baked lighting in real time.Saracen2016-02-061-0/+60
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* | Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off ↵Saracen2016-03-121-2/+2
| | | | | | | | now correctly disables shadows from affecting the instance.
* | fix six possible "divide by zero"Hubert Jarosz2016-03-091-3/+4
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* | remove trailing whitespaceHubert Jarosz2016-03-091-219/+219
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* | Added extra controls to GeometryInstances to control how they should cast ↵Saracen2016-03-071-11/+37
|/ | | | | | | shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h
* Merge pull request #3184 from vnen/update-copyright-2016Juan Linietsky2016-01-011-1/+1
|\ | | | | Update copyright to 2016 in headers
| * Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* | Make both lights and occluders stop working if hidden, fixes #2437Juan Linietsky2016-01-011-0/+2
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-2/+42
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+15
| | | | -Small fix to xml saver (swapping > and <)
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-10-171-2/+5
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| * Merge pull request #2479 from firefly2442/cppcheck-unusedvarsJuan Linietsky2015-10-171-1/+0
| |\ | | | | | | ran cppcheck, found unused variables
| | * ran cppcheck, found unused variablesfirefly24422015-09-161-1/+0
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| * | nested clipping of canvas items now worksZher Huei Lee2015-10-051-1/+5
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* | | misc cleanupJuan Linietsky2015-10-171-1/+1
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* / Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+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 ↵steve2015-09-101-0/+2
| | | | of a black screen
* merged some stuff for okamJuan Linietsky2015-09-031-2/+16
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+9
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* new space shooter demoJuan Linietsky2015-06-111-3/+6
| | | | ortho camera sort fix, closes #2063
* -fixed many memory initialization issuesJuan Linietsky2015-06-061-1/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* optional formal changesehriche2015-05-061-1/+1
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* -fixed broken lighting in release version of godot for isometric light demo, ↵Juan Linietsky2015-04-301-0/+4
| | | | fixes #1697
* -Resolved light clipping issue due to wrong global rect cache, fixes #1722Juan Linietsky2015-04-251-0/+1
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* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-3/+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 Linietsky2015-04-181-1/+1
| | | | fixes #1703
* -Changed bootsplash option to use a file, fixes #1539Juan Linietsky2015-04-121-4/+22
| | | | -Added OS.get_splash_tick_msec() to query when splash appeared
* Changes to LightJuan Linietsky2015-04-031-4/+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 fixesJuan Linietsky2015-03-311-1/+1
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* signed distance field font supportJuan Linietsky2015-03-211-0/+8
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* New option to send canvas to render bufferJuan Linietsky2015-03-161-6/+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 Linietsky2015-03-121-1/+26
| | | | back buffer copy node and respective demo
* small optimizations to isometric light demoJuan Linietsky2015-03-101-0/+10
| | | | | should work faster, and even faster if exported.. as textures have been optimized.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-1/+22
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-44/+333
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* changed viewport clearing to use the alpha value of the clear color, and ↵romulox_x2015-02-211-1/+6
| | | | made the transparent bg option of viewport force a clear color of 0,0,0,0
* Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky2015-02-211-2/+11
|\ | | | | Tile Rotation
| * Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-021-0/+85
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| * | Working TileMap tile transpose transform.Carl Olsson2015-02-021-2/+11
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* | | added option to disable automatic clearing of viewport render bufferromulox_x2015-02-211-1/+30
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* | | support for light and normal mapping in 2DJuan Linietsky2015-02-181-16/+128
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* | | -Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz2015-02-161-1/+50
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* | begin work on lighting system for 2DJuan Linietsky2015-01-221-0/+85
|/ | | | nothing functional yet, just experimenting with API
* -fix shader param names broken issue on code completionJuan Linietsky2015-01-141-4/+4
| | | | -fix z order issue in new 2D engine
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-28/+77
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-121-5/+22
| | | | -ability for shader to use parent shader and params, closes #1198
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-121-1/+4
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-0/+36
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-270/+80
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!