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path: root/servers/visual/visual_server_raster.cpp
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* Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez2018-03-131-0/+1
| | | | RasterizerGLES3
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+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 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky2017-12-161-0/+4
| | | | Call needs to be routed via visual server to reach the proper thread.
* Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez2017-11-251-2/+2
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* Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-141-0/+2
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* Fix viewport margins drawn after swapping buffersPedro J. Estébanez2017-10-301-2/+1
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* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-9/+0
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* Dead code tells no talesRémi Verschelde2017-08-271-7740/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-1/+1
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* Rename cull_AABB to cull_aabbRémi Verschelde2017-08-161-1/+1
| | | | Part of #8830.
* Restored black bars and custom images instead of black bars, closes #1571Juan Linietsky2017-08-071-10/+21
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-3/+3
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* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Restored everything related to information polling, and added information ↵Juan Linietsky2017-06-111-1/+1
| | | | box for viewport.
* Restored multiple viewport function, as well as view modes.Juan Linietsky2017-06-111-0/+5
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* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-0/+29
| | | | -Restored resource previews!
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* -Fixed crash with splash screen on windowsJuan Linietsky2017-04-091-0/+1
| | | | -properly show editor without having to resize window on windows
* Restored (And auto-generated) splash imageJuan Linietsky2017-04-091-0/+2
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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 Linietsky2017-04-061-16/+18
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-56/+29
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-0/+6
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* Working on compile issues for iOSBastiaanOlij2017-01-161-0/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-19/+27
| | | | | 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.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-21/+21
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-38/+181
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * work in progress global illuminationJuan Linietsky2016-12-201-1/+2
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| * working reflection probes!!Juan Linietsky2016-11-191-0/+1
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| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-10/+10
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| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-172/+7
| | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| * make editor update by tracking changes in visualserverrasterJuan Linietsky2016-10-031-969/+2
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-28/+1301
| | | | | | | | | | | | | | | | -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
* | Revert "Add/expose VisualServer::get_default_clear_color()"Rémi Verschelde2017-01-021-5/+0
| | | | | | | | | | | | | | This reverts commit 753ba67d653c65239f0549313f3cca3330fd27f9, in preparation from the merge of the gles3 branch, as the VisualServer code changed too much to port this commit over during merge conflicts resolution. It could be readded afterwards.
* | 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!
* | Add/expose VisualServer::get_default_clear_color()Pedro J. Estébanez2016-10-131-0/+5
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* Merge pull request #6250 from Ovnuniarchos/CursorHotspotJuan Linietsky2016-09-101-2/+2
|\ | | | | Mouse hotspot is now honored.
| * Mouse hotspot is not honored.Ovnuniarchos2016-08-231-2/+2
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* | More visual script improvementsJuan Linietsky2016-08-301-1/+2
|/ | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* Merge pull request #5533 from Hinsbart/cursor_atexJuan Linietsky2016-07-101-3/+9
|\ | | | | Can use AtlasTextures as custom mouse cursor.
| * Can use AtlasTextures as custom mouse cursor.Andreas Haas2016-07-031-3/+9
| | | | | | | | fixes #3957
* | Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-8/+0
|/ | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Add texture region support for stylebox renderGeequlim2016-06-051-1/+2
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* Changed import workflowJuan Linietsky2016-05-271-4/+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 previewsJuan Linietsky2016-05-231-1/+4
| | | | -Also fixed draw_texture_rect() tile parameter
* ability to shrink all images x2 on loadJuan Linietsky2016-05-041-0/+5
| | | | | this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.