| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 18 | -5041/+4405 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | 12 | -0/+336 |
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| * | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | 2017-02-28 | 1 | -2/+2 |
| | | | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | ||||
| * | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | 2017-02-21 | 2 | -2/+2 |
| | | | | | | | modified files) -.pck and .zip exporting redone, seems to be working.. | ||||
| * | a ton of bug fixes to the renderer | Juan Linietsky | 2017-02-16 | 3 | -0/+14 |
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| * | Fixed compilation issues with Visual Studio | Kenneth Lorthioir | 2017-02-08 | 1 | -1/+1 |
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| * | shadows were not working in-editor for nvidia, fixed now | Juan Linietsky | 2017-02-06 | 1 | -1/+0 |
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| * | ability to adjust propagation in gi probe | Juan Linietsky | 2017-02-06 | 4 | -15/+34 |
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| * | Several bugfixes, improving the import workflow | Juan Linietsky | 2017-02-06 | 3 | -1/+13 |
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| * | Working on compile issues for iOS | BastiaanOlij | 2017-01-16 | 1 | -0/+1 |
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| * | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 3 | -5/+5 |
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| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 7 | -35/+47 |
| | | | | | | 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 Linietsky | 2017-01-12 | 4 | -20/+20 |
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| * | Type renames: | Juan Linietsky | 2017-01-11 | 8 | -95/+95 |
| | | | | | | | | | | | | | 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 | 7 | -69/+69 |
| | | | | | renamed to PoolVector | ||||
| * | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | 2017-01-05 | 1 | -0/+5 |
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| | * | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | 2017-01-04 | 1 | -0/+5 |
| | | | | | | | | | renderer for Mac OS X. Still broken at this point. | ||||
| * | | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | 2017-01-05 | 1 | -1/+1 |
| |/ | | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | ||||
| * | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | 2017-01-04 | 1 | -1/+4 |
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| | * | Improvement to y_sort: make clear which item has to be drawn first | lonesurvivor | 2017-01-03 | 1 | -1/+4 |
| | | | | | | | | | when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code. | ||||
| * | | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | 2017-01-04 | 4 | -6/+42 |
| |/ | | | | | | -Modified help to display properties GDScript can still not make use of them, though. | ||||
| * | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 24 | -6757/+11457 |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| | * | fix stupid bug in light downscaling for GI Probe | Juan Linietsky | 2017-01-02 | 1 | -3/+6 |
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| | * | WIP particle system | Juan Linietsky | 2017-01-01 | 5 | -0/+42 |
| | | | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | ||||
| | * | Some fixes and clean ups | Juan Linietsky | 2016-12-31 | 3 | -3/+12 |
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| | * | begin work on new particle system | reduz | 2016-12-30 | 4 | -35/+381 |
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| | * | now it really works on window for real | reduz | 2016-12-25 | 1 | -0/+8 |
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| | * | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | 2016-12-24 | 1 | -2/+2 |
| | | | | | | | | | are no longer valid :( | ||||
| | * | Fixed many more bugs reported by Valgrind | Juan Linietsky | 2016-12-23 | 1 | -0/+1 |
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| | * | baking now shows a proper button, and bakes can be saved. | Juan Linietsky | 2016-12-23 | 3 | -64/+45 |
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| | * | can bake for omni and spotlight | Juan Linietsky | 2016-12-22 | 4 | -45/+185 |
| | | | | | | | | | store normal when baking | ||||
| | * | Some BRDF fixes | Juan Linietsky | 2016-12-21 | 1 | -1/+1 |
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| | * | 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 | 7 | -66/+1074 |
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| | * | DOF blur, near and far fields.. | Juan Linietsky | 2016-12-10 | 2 | -2/+7 |
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| | * | Multi stage glow with light bleeding from HDR | Juan Linietsky | 2016-12-08 | 2 | -2/+2 |
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| | * | Tonemapping and Auto Exposure support | Juan Linietsky | 2016-12-07 | 2 | -2/+4 |
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| | * | Support for SSAO | Juan Linietsky | 2016-12-04 | 2 | -0/+3 |
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| | * | Subsurface scattering material param is now working! | Juan Linietsky | 2016-12-02 | 2 | -1/+2 |
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| | * | Screen space reflection effect | Juan Linietsky | 2016-11-29 | 2 | -0/+3 |
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| | * | Blend shapes using transform feedback (GPU) | Juan Linietsky | 2016-11-24 | 2 | -4/+26 |
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| | * | WIP immediates and proper buffers swapping | Juan Linietsky | 2016-11-23 | 3 | -10/+19 |
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| | * | Instancing is working! (hooray) | Juan Linietsky | 2016-11-22 | 3 | -28/+67 |
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| | * | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | 2016-11-20 | 3 | -0/+36 |
| | | | | | | | | | a lot more complete and usable now. | ||||
| | * | working reflection probes!! | Juan Linietsky | 2016-11-19 | 6 | -110/+397 |
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| | * | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | 2016-11-11 | 4 | -7/+8 |
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| | * | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | 2016-11-09 | 7 | -44/+696 |
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| | * | shadow atlas allocation (work in progress) | Juan Linietsky | 2016-10-31 | 2 | -0/+8 |
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| | * | -Many many fixes | Juan Linietsky | 2016-10-29 | 4 | -19/+79 |
| | | | | | | | | | -Gizmos work again | ||||
| | * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 7 | -130/+173 |
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