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| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-7/+0
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| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-0/+746
| | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-396/+43
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Revert "Bindings: Fix missing default value"Rémi Verschelde2017-01-021-1/+1
| | | | | | | | | | This reverts commit 068b58b3ce3d86e4b5ebf3637fb21a70d786b00e. Same rationale as previous reverts.
* | Revert "bind method canvas_item_set_sort_children_by_y"Rémi Verschelde2017-01-021-1/+0
| | | | | | | | | | This reverts commit 1f9e16119f2b17fa507bdee8529459ed91f27b8c. Same rationale as previous revert.
* | Revert "Add/expose VisualServer::get_default_clear_color()"Rémi Verschelde2017-01-021-1/+0
| | | | | | | | | | | | | | This reverts commit 753ba67d653c65239f0549313f3cca3330fd27f9, in preparation from the merge of the gles3 branch, as the VisualServer code changed too much to port this commit over during merge conflicts resolution. It could be readded afterwards.
* | 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