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* Added texture_get_texidBastiaanOlij2017-05-202-0/+2
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-173-7/+7
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* Fix get_shader_type index upper boundCarter Anderson2017-05-011-1/+1
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* -Fixed crash with splash screen on windowsJuan Linietsky2017-04-091-0/+1
| | | | -properly show editor without having to resize window on windows
* Restored (And auto-generated) splash imageJuan Linietsky2017-04-092-0/+4
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* -Fix eternal black screen on WindowsJuan Linietsky2017-04-092-0/+4
| | | | -Disabled warnings on windows, need to properly set up warnings
* Particle system is complete. Rejoice!Juan Linietsky2017-04-083-4/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0818-0/+18
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-069-187/+476
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* Fix typos in source code using codespellRémi Verschelde2017-03-244-8/+8
| | | | From https://github.com/lucasdemarchi/codespell
* Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez2017-03-081-2/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0518-5041/+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 filesRémi Verschelde2017-03-0512-0/+336
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-2/+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 Linietsky2017-02-212-2/+2
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* a ton of bug fixes to the rendererJuan Linietsky2017-02-163-0/+14
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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 Linietsky2017-02-064-15/+34
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* Several bugfixes, improving the import workflowJuan Linietsky2017-02-063-1/+13
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* Working on compile issues for iOSBastiaanOlij2017-01-161-0/+1
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-163-5/+5
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-147-35/+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 Linietsky2017-01-124-20/+20
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* Type renames:Juan Linietsky2017-01-118-95/+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 Linietsky2017-01-077-69/+69
| | | | renamed to PoolVector
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-051-0/+5
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| * First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-041-0/+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 Linietsky2017-01-051-1/+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/godotJuan Linietsky2017-01-041-1/+4
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| * Improvement to y_sort: make clear which item has to be drawn firstlonesurvivor2017-01-031-1/+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 scriptJuan Linietsky2017-01-044-6/+42
|/ | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-0224-6757/+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 ProbeJuan Linietsky2017-01-021-3/+6
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| * WIP particle systemJuan Linietsky2017-01-015-0/+42
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * Some fixes and clean upsJuan Linietsky2016-12-313-3/+12
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| * begin work on new particle systemreduz2016-12-304-35/+381
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| * now it really works on window for realreduz2016-12-251-0/+8
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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 :(
| * Fixed many more bugs reported by ValgrindJuan Linietsky2016-12-231-0/+1
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| * baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-233-64/+45
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| * can bake for omni and spotlightJuan Linietsky2016-12-224-45/+185
| | | | | | | | store normal when baking
| * Some BRDF fixesJuan Linietsky2016-12-211-1/+1
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| * Godot works on Windows again..reduz2016-12-211-1/+1
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| * work in progress global illuminationJuan Linietsky2016-12-207-66/+1074
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| * DOF blur, near and far fields..Juan Linietsky2016-12-102-2/+7
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| * Multi stage glow with light bleeding from HDRJuan Linietsky2016-12-082-2/+2
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| * Tonemapping and Auto Exposure supportJuan Linietsky2016-12-072-2/+4
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| * Support for SSAOJuan Linietsky2016-12-042-0/+3
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| * Subsurface scattering material param is now working!Juan Linietsky2016-12-022-1/+2
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