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* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* | Add/expose VisualServer::get_default_clear_color()Pedro J. Estébanez2016-10-131-0/+1
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* | Merge pull request #6761 from neikeq/pr-missing-defvalIgnacio Etcheverry2016-10-091-1/+1
|\ \ | | | | | | Bindings: Fix missing default value
| * | Bindings: Fix missing default valueIgnacio Etcheverry2016-10-091-1/+1
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* / bind method canvas_item_set_sort_children_by_yAriel Manzur2016-10-051-0/+1
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* draw_line: Properly bind antialiased argumentRémi Verschelde2016-08-311-1/+1
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* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-1/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* changed visual server free() to free_rid() like in the other servers. Fixes ↵Juan Linietsky2016-06-131-1/+1
| | | | #4917
* Add texture region support for stylebox renderGeequlim2016-06-051-4/+2
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* ability to shrink all images x2 on loadJuan Linietsky2016-05-041-0/+4
| | | | | this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.
* remove trailing whitespaceHubert Jarosz2016-03-091-34/+34
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* testing patch for aligned reads by webp in javascriptAriel Manzur2015-12-221-0/+1
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* -fixed many memory initialization issuesJuan Linietsky2015-06-061-1/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-7/+26
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Fixes bug in ShaderGraph material, when uniform property is not used, fixes ↵Juan Linietsky2015-04-091-2/+1
| | | | #1634 and #1610
* Working TileMap tile transpose transform.Carl Olsson2015-02-021-2/+4
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* Fix some more incorrect bindingsGerold312014-10-261-1/+1
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* Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+1
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* Misc FixesJuan Linietsky2014-06-271-4/+2
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* Light Baker!Juan Linietsky2014-06-111-0/+2
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* More 3D ImprovementsJuan Linietsky2014-05-291-0/+49
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+751