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path: root/servers/visual/visual_server_scene.h (follow)
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* Moved culling, updated lights and shadows into a prepare function so it is ↵Bastiaan Olij2018-06-111-1/+4
| | | | only called once for stereo rendering
* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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* 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!
* Cleanup some #if 0'd codeRémi Verschelde2017-12-171-28/+0
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* -Add lightmapperJuan Linietsky2017-12-141-0/+18
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-6/+7
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* Fixes to some thread safety situations to avoid GIProbe from freezing on ↵Juan Linietsky2017-12-061-0/+1
| | | | save. Fixes #13338
* Tweak the default camera node settingsHugo Locurcio2017-11-251-2/+2
| | | | | - Increase FOV to 70 - Put the Z-near plane at 0.05 meters
* Implement per-instance custom bounding boxMarc Gilleron2017-11-201-0/+7
| | | | | # Conflicts: # servers/visual/visual_server_scene.h
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-3/+3
| | | | Fixes #12973.
* Fix GIProbe light visibilityHiroshi Ogawa2017-10-041-1/+4
| | | | - Fix https://github.com/godotengine/godot/issues/10535
* Dead code tells no talesRémi Verschelde2017-08-271-0/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-41/+1
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Adding base classes and structures for ARVR supportBastiaanOlij2017-07-281-0/+2
| | | | | | Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects
* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+0
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* -Restored support for Canvas BG mode on EnvironmentJuan Linietsky2017-06-241-0/+1
| | | | | -Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
* Increase the default perspective camera FOVHugo Locurcio2017-06-161-1/+1
| | | | | This does not affect existing projects, but will affect newly-created editor settings and Camera nodes.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-161/+123
| | | | | | | | | | | | | | | | | | | | | | | | 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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* ability to adjust propagation in gi probeJuan Linietsky2017-02-061-1/+2
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* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-1/+1
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* Type renames:Juan Linietsky2017-01-111-3/+3
| | | | | | | | | | | | 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 Linietsky2017-01-071-5/+5
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-1/+2
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* begin work on new particle systemreduz2016-12-301-1/+10
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* can bake for omni and spotlightJuan Linietsky2016-12-221-2/+2
| | | | store normal when baking
* Godot works on Windows again..reduz2016-12-211-1/+1
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* work in progress global illuminationJuan Linietsky2016-12-201-2/+160
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* working reflection probes!!Juan Linietsky2016-11-191-3/+45
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* Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-111-2/+0
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* all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-5/+14
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* -Many many fixesJuan Linietsky2016-10-291-1/+1
| | | | -Gizmos work again
* More scene work, can display a skyboxJuan Linietsky2016-10-211-19/+0
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* Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-0/+390
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only