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| * | 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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| * 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