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path: root/servers/visual/visual_server_raster.h (follow)
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* Added texture_get_texidBastiaanOlij2017-05-201-0/+1
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-3/+3
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* Particle system is complete. Rejoice!Juan Linietsky2017-04-081-1/+1
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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 Linietsky2017-04-061-12/+7
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-382/+356
| | | | | | | | | | | | | | | | | | | | | | | | 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
* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-0/+3
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* ability to adjust propagation in gi probeJuan Linietsky2017-02-061-0/+3
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* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-1/+4
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* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-5/+5
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* Type renames:Juan Linietsky2017-01-111-30/+30
| | | | | | | | | | | | 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 Linietsky2017-01-071-11/+11
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-0/+2
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-532/+401
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * WIP particle systemJuan Linietsky2017-01-011-0/+3
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * Some fixes and clean upsJuan Linietsky2016-12-311-0/+3
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| * begin work on new particle systemreduz2016-12-301-0/+28
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| * baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-231-6/+2
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| * can bake for omni and spotlightJuan Linietsky2016-12-221-2/+8
| | | | | | | | store normal when baking
| * work in progress global illuminationJuan Linietsky2016-12-201-2/+28
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| * DOF blur, near and far fields..Juan Linietsky2016-12-101-1/+4
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| * Multi stage glow with light bleeding from HDRJuan Linietsky2016-12-081-1/+1
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| * Tonemapping and Auto Exposure supportJuan Linietsky2016-12-071-1/+2
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| * Support for SSAOJuan Linietsky2016-12-041-0/+2
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| * Screen space reflection effectJuan Linietsky2016-11-291-0/+1
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| * WIP immediates and proper buffers swappingJuan Linietsky2016-11-231-1/+0
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| * Instancing is working! (hooray)Juan Linietsky2016-11-221-3/+2
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| * working reflection probes!!Juan Linietsky2016-11-191-7/+13
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| * Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-111-2/+2
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+9
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| * -Many many fixesJuan Linietsky2016-10-291-5/+6
| | | | | | | | -Gizmos work again
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-2/+2
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| * More scene work, can display a skyboxJuan Linietsky2016-10-211-3/+9
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| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-46/+57
| | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-1/+2
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * make editor update by tracking changes in visualserverrasterJuan Linietsky2016-10-031-201/+252
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-437/+155
| | | | | | | | | | | | | | | | -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 "small improvement to y_sort: make clear which item has to be drawn ↵Rémi Verschelde2017-01-021-4/+1
| | | | | | | | | | | | | | first when two have the same y-coordinate" This reverts commit 4118b21e43c59e6abfe4f45ccf236ee529626f4e. Same rationale as previous revert.
* | Revert "Add/expose VisualServer::get_default_clear_color()"Rémi Verschelde2017-01-021-1/+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!
* | small improvement to y_sort: make clear which item has to be drawn first ↵Patrick Reh2016-12-041-1/+4
| | | | | | | | when two have the same y-coordinate
* | Add/expose VisualServer::get_default_clear_color()Pedro J. Estébanez2016-10-131-0/+1
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* More visual script improvementsJuan Linietsky2016-08-301-1/+1
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* Can use AtlasTextures as custom mouse cursor.Andreas Haas2016-07-031-1/+3
| | | | fixes #3957
* Drop empty files that are not used anywhereRémi Verschelde2016-06-181-1/+1
| | | | Part of #5272
* Add texture region support for stylebox renderGeequlim2016-06-051-1/+1
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* Changed import workflowJuan Linietsky2016-05-271-2/+8
| | | | | | | | | | | | | | | | -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
* remove trailing whitespaceHubert Jarosz2016-05-211-1/+1
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* ability to shrink all images x2 on loadJuan Linietsky2016-05-041-1/+3
| | | | | 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_colourizeRémi Verschelde2016-03-151-0/+9
|\ | | | | Ability to colourize baked lighting in real time.