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* Script access to formatted arrays and blend_arrays in meshes.SaracenOne2017-09-111-0/+1
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* Ability to use a sky for reflection together with a background color.Juan Linietsky2017-09-071-0/+1
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* Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-071-0/+8
| | | | Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
* Merge pull request #10858 from letheed/add-shadow_filter-variantRémi Verschelde2017-09-021-0/+1
|\ | | | | add shadow_filter variant PCF7
| * add shadow_filter variant PCF7letheed2017-09-011-0/+1
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* | Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-011-0/+7
|/ | | | #9935, closes #10135
* Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky2017-08-301-0/+1
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* Dead code tells no talesRémi Verschelde2017-08-271-1/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-21/+0
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* -Fix all shadow and culling related issues, fixes #9330Juan Linietsky2017-08-191-1/+1
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* Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky2017-08-191-1/+1
| | | | something else..
* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-3/+0
| | | | -Restored an alpha scissor property in Material
* Restored black bars and custom images instead of black bars, closes #1571Juan Linietsky2017-08-071-6/+0
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Adding base classes and structures for ARVR supportBastiaanOlij2017-07-281-0/+1
| | | | | | Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects
* Many fixes to improve GI Probe qualityJuan Linietsky2017-07-151-0/+3
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* Merge pull request #9564 from Noshyaar/pr-thresholdRémi Verschelde2017-07-081-1/+1
|\ | | | | Refactor 'treshold' to 'threshold'
| * Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-1/+1
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* | Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky2017-07-081-0/+1
|/ | | | Added multipass support for materials.
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-0/+1
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Ability to restart particle system with a function callJuan Linietsky2017-06-251-0/+2
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* 2D GPU Particles working..Juan Linietsky2017-06-211-0/+3
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* Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog2017-06-191-2/+2
|\ | | | | Add double-sided flag to SpriteBase3D [master]
| * Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds2017-05-021-2/+2
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* | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-1/+1
| | | | | | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* | Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-6/+6
| | | | | | | | support in Sprite so far.
* | -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-0/+1
| | | | | | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* | Fixes to SSR, WIP.Juan Linietsky2017-06-161-1/+1
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* | Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky2017-06-141-1/+0
| | | | | | | | sensible.
* | -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-131-0/+1
| | | | | | | | -Ability to smooth out 2D shadow filters
* | Restored multiple viewport function, as well as view modes.Juan Linietsky2017-06-111-0/+24
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* | -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-1/+11
| | | | | | | | -Restored resource previews!
* | Fog is complete!Juan Linietsky2017-06-071-0/+4
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* | Removed skybox support, added panorama support. Skybox support may come back ↵Juan Linietsky2017-05-251-7/+7
| | | | | | | | eventually, but hope not.
* | Added texture_get_texidBastiaanOlij2017-05-201-0/+1
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* | Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-4/+5
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* Particle system is complete. Rejoice!Juan Linietsky2017-04-081-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-27/+4
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-440/+405
| | | | | | | | | | | | | | | | | | | | | | | | 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
* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-0/+3
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* basic contact shadows implementation, will most likely need some polishingJuan Linietsky2017-02-081-0/+1
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* ability to adjust propagation in gi probeJuan Linietsky2017-02-061-0/+3
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* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-0/+7
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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.
* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-8/+8
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* Type renames:Juan Linietsky2017-01-111-22/+22
| | | | | | | | | | | | 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 Linietsky2017-01-071-14/+14
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-1/+1
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.