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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-16/+20
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-3/+3
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1231/+985
| | | | | | | | | | | | | | | | | | | | | | | | 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 filesRémi Verschelde2017-03-051-0/+28
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* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-0/+6
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* Fixed compilation issues with Visual StudioKenneth Lorthioir2017-02-081-1/+1
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* shadows were not working in-editor for nvidia, fixed nowJuan Linietsky2017-02-061-1/+0
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* ability to adjust propagation in gi probeJuan Linietsky2017-02-061-14/+26
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-8/+10
| | | | | 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.
* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-9/+9
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* Type renames:Juan Linietsky2017-01-111-4/+4
| | | | | | | | | | | | 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 Linietsky2017-01-071-12/+12
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-5/+35
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* fix stupid bug in light downscaling for GI ProbeJuan Linietsky2017-01-021-3/+6
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* Some fixes and clean upsJuan Linietsky2016-12-311-3/+5
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* begin work on new particle systemreduz2016-12-301-31/+310
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* fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz2016-12-241-2/+2
| | | | are no longer valid :(
* baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-231-50/+40
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* can bake for omni and spotlightJuan Linietsky2016-12-221-38/+167
| | | | store normal when baking
* Some BRDF fixesJuan Linietsky2016-12-211-1/+1
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* work in progress global illuminationJuan Linietsky2016-12-201-60/+805
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* Subsurface scattering material param is now working!Juan Linietsky2016-12-021-1/+1
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* Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-3/+24
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* WIP immediates and proper buffers swappingJuan Linietsky2016-11-231-8/+17
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* Instancing is working! (hooray)Juan Linietsky2016-11-221-21/+63
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* working reflection probes!!Juan Linietsky2016-11-191-80/+286
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* Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-111-1/+1
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* all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-33/+605
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* shadow atlas allocation (work in progress)Juan Linietsky2016-10-311-0/+4
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* -Many many fixesJuan Linietsky2016-10-291-8/+68
| | | | -Gizmos work again
* PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-7/+56
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* More scene work, can display a skyboxJuan Linietsky2016-10-211-48/+0
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* Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-0/+1517
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only