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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-11/+11
| | | | Fixes #12973.
* Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-141-0/+2
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* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+0
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* Bind some VisualServer functionsLeon Krause2017-10-201-5/+403
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* Expose 'request_frame_drawn_callback' to script.Saracen2017-10-141-0/+1
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* Bind VisualServer.sync() method to GDScriptJulian Murgia2017-10-111-0/+1
| | | This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94)
* Script access to formatted arrays and blend_arrays in meshes.SaracenOne2017-09-111-0/+23
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* Renderer/Simulator flagsGustav Lund2017-08-301-0/+1
| | | | Now hopefully with correct code style
* Dead code tells no talesRémi Verschelde2017-08-271-38/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixed wrong usage of has_no_area function, closes #10434Juan Linietsky2017-08-191-7/+8
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* Properly manage drawing of primitives when they lack an area, fixes #8930Juan Linietsky2017-08-181-4/+5
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* Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-2/+2
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-1/+1
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* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-36/+0
| | | | -Restored an alpha scissor property in Material
* Fix various property not found errorsPoommetee Ketson2017-07-261-1/+1
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* Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde2017-07-241-5/+5
|\ | | | | Add object type hint for docs
| * Add object type hint for docsPoommetee Ketson2017-07-231-5/+5
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* | Several changes to better run in mobile.Juan Linietsky2017-07-221-0/+8
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-6/+15
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-4/+16
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-2/+2
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog2017-06-191-3/+5
|\ | | | | Add double-sided flag to SpriteBase3D [master]
| * Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds2017-05-021-3/+5
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* | Merge pull request #9230 from supagu/normals-fixRémi Verschelde2017-06-171-4/+5
|\ \ | | | | | | Fixed decompression of normals
| * | Fixed decompression of vertex colorsFabian Mathews2017-06-171-1/+1
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| * | Fixed decompression of normalsFabian Mathews2017-06-171-3/+4
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* | | -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-0/+4
| | | | | | | | | | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* | | Fixed compilation on Windows + removed debug printMarc Gilleron2017-06-121-2/+0
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* | renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-1/+1
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* | renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-1/+1
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* | Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-5/+6
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-638/+523
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-1/+1
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-10/+10
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* Type renames:Juan Linietsky2017-01-111-24/+24
| | | | | | | | | | | | 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 Linietsky2017-01-071-90/+93
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-10/+10
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-334/+1195
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz2016-12-241-4/+13
| | | | | | | | are no longer valid :(
| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-6/+6
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| * WIP immediates and proper buffers swappingJuan Linietsky2016-11-231-0/+4
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| * Instancing is working! (hooray)Juan Linietsky2016-11-221-1/+1
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| * Skeletons are working now.Juan Linietsky2016-11-211-4/+18
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+449
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