| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Moved culling, updated lights and shadows into a prepare function so it is ↵ | Bastiaan Olij | 2018-06-11 | 1 | -1/+4 |
| | | | | | only called once for stereo rendering | ||||
| * | Fix inconsistencies and typos in argument names | Paolo Perkovic | 2018-02-01 | 1 | -1/+1 |
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| * | Add missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -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 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | | Happy new year to the wonderful Godot community! | ||||
| * | Cleanup some #if 0'd code | Rémi Verschelde | 2017-12-17 | 1 | -28/+0 |
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| * | -Add lightmapper | Juan Linietsky | 2017-12-14 | 1 | -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 files | Rémi Verschelde | 2017-12-07 | 1 | -6/+7 |
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| * | Fixes to some thread safety situations to avoid GIProbe from freezing on ↵ | Juan Linietsky | 2017-12-06 | 1 | -0/+1 |
| | | | | | save. Fixes #13338 | ||||
| * | Tweak the default camera node settings | Hugo Locurcio | 2017-11-25 | 1 | -2/+2 |
| | | | | | | - Increase FOV to 70 - Put the Z-near plane at 0.05 meters | ||||
| * | Implement per-instance custom bounding box | Marc Gilleron | 2017-11-20 | 1 | -0/+7 |
| | | | | | | # Conflicts: # servers/visual/visual_server_scene.h | ||||
| * | Rename Rect3 to AABB. | Ferenc Arn | 2017-11-17 | 1 | -3/+3 |
| | | | | | Fixes #12973. | ||||
| * | Fix GIProbe light visibility | Hiroshi Ogawa | 2017-10-04 | 1 | -1/+4 |
| | | | | | - Fix https://github.com/godotengine/godot/issues/10535 | ||||
| * | Dead code tells no tales | Rémi Verschelde | 2017-08-27 | 1 | -0/+2 |
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| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | -Massive clean up to gizmos | Juan Linietsky | 2017-08-26 | 1 | -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 declaration | TwistedTwigleg | 2017-08-16 | 1 | -1/+1 |
| | | | | | Fixes #10244. | ||||
| * | Makes all Godot API's methods Lower Case | Indah Sylvia | 2017-08-07 | 1 | -1/+1 |
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| * | Adding base classes and structures for ARVR support | BastiaanOlij | 2017-07-28 | 1 | -0/+2 |
| | | | | | | | Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects | ||||
| * | Clang-formatting *.cpp and *.h (some files excluded) | Poommetee Ketson | 2017-07-22 | 1 | -1/+0 |
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| * | -Restored support for Canvas BG mode on Environment | Juan Linietsky | 2017-06-24 | 1 | -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 FOV | Hugo Locurcio | 2017-06-16 | 1 | -1/+1 |
| | | | | | | This does not affect existing projects, but will affect newly-created editor settings and Camera nodes. | ||||
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -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 files | Rémi Verschelde | 2017-03-05 | 1 | -0/+28 |
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| * | ability to adjust propagation in gi probe | Juan Linietsky | 2017-02-06 | 1 | -1/+2 |
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| * | Unify naming of blendshape / morphtarget into just "Blend Shape" | Juan Linietsky | 2017-01-12 | 1 | -1/+1 |
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| * | Type renames: | Juan Linietsky | 2017-01-11 | 1 | -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 Linietsky | 2017-01-07 | 1 | -5/+5 |
| | | | | | renamed to PoolVector | ||||
| * | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | 2017-01-04 | 1 | -1/+2 |
| | | | | | | | -Modified help to display properties GDScript can still not make use of them, though. | ||||
| * | begin work on new particle system | reduz | 2016-12-30 | 1 | -1/+10 |
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| * | can bake for omni and spotlight | Juan Linietsky | 2016-12-22 | 1 | -2/+2 |
| | | | | | store normal when baking | ||||
| * | Godot works on Windows again.. | reduz | 2016-12-21 | 1 | -1/+1 |
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| * | work in progress global illumination | Juan Linietsky | 2016-12-20 | 1 | -2/+160 |
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| * | working reflection probes!! | Juan Linietsky | 2016-11-19 | 1 | -3/+45 |
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| * | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | 2016-11-11 | 1 | -2/+0 |
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| * | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | 2016-11-09 | 1 | -5/+14 |
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| * | -Many many fixes | Juan Linietsky | 2016-10-29 | 1 | -1/+1 |
| | | | | | -Gizmos work again | ||||
| * | More scene work, can display a skybox | Juan Linietsky | 2016-10-21 | 1 | -19/+0 |
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| * | Everything returning to normal in 3D, still a long way to go | Juan Linietsky | 2016-10-19 | 1 | -0/+390 |
| -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only | |||||
