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| * More scene work, can display a skyboxJuan Linietsky2016-10-211-3/+13
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| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-2/+6
| | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+1
| | | | | | | | general
| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-2/+3
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * make editor update by tracking changes in visualserverrasterJuan Linietsky2016-10-031-4/+4
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-583/+175
| | | | | | | | | | | | | | | | -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 "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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* More visual script improvementsJuan Linietsky2016-08-301-1/+1
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* Can use AtlasTextures as custom mouse cursor.Andreas Haas2016-07-031-1/+1
| | | | fixes #3957
* Add texture region support for stylebox renderGeequlim2016-06-051-2/+2
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* Changed import workflowJuan Linietsky2016-05-271-0/+2
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* ability to shrink all images x2 on loadJuan Linietsky2016-05-041-0/+2
| | | | | this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.
* Merge pull request #3528 from SaracenOne/baked_light_realtime_colourizeRémi Verschelde2016-03-151-0/+9
|\ | | | | Ability to colourize baked lighting in real time.
| * Ability to colourize baked lighting in real time.Saracen2016-02-061-0/+9
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* | remove trailing whitespaceHubert Jarosz2016-03-091-65/+65
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* | Added extra controls to GeometryInstances to control how they should cast ↵Saracen2016-03-071-0/+10
|/ | | | | | | shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-0/+1
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+12
| | | | -Small fix to xml saver (swapping > and <)
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+2
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* added support for mirrored repeat texture wrappingromulox_x2015-06-251-0/+1
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+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 Linietsky2015-04-201-0/+2
| | | | | -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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* -Changed bootsplash option to use a file, fixes #1539Juan Linietsky2015-04-121-1/+1
| | | | -Added OS.get_splash_tick_msec() to query when splash appeared
* Changes to LightJuan Linietsky2015-04-031-2/+17
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* signed distance field font supportJuan Linietsky2015-03-211-0/+1
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* New option to send canvas to render bufferJuan Linietsky2015-03-161-2/+3
| | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* back buffer copy node, to improve on texscreen()Juan Linietsky2015-03-121-0/+1
| | | | back buffer copy node and respective demo
* small optimizations to isometric light demoJuan Linietsky2015-03-101-0/+1
| | | | | should work faster, and even faster if exported.. as textures have been optimized.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-0/+1
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-8/+25
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky2015-02-211-2/+2
|\ | | | | Tile Rotation
| * Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-021-0/+33
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| * | Working TileMap tile transpose transform.Carl Olsson2015-02-021-2/+2
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* | | added option to disable automatic clearing of viewport render bufferromulox_x2015-02-211-0/+3
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* | | support for light and normal mapping in 2DJuan Linietsky2015-02-181-12/+6
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* | begin work on lighting system for 2DJuan Linietsky2015-01-221-0/+33
|/ | | | nothing functional yet, just experimenting with API
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-2/+4
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-121-0/+2
| | | | -ability for shader to use parent shader and params, closes #1198
* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-0/+6
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-0/+3
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* -ability to set default textures in shader (needed for visual shader editing)Juan Linietsky2014-12-211-0/+4
| | | | | | -work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs)
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-1/+29
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Little BitsJuan Linietsky2014-10-121-1/+2
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* missing fils from yesterday comit.Juan Linietsky2014-10-031-2/+6
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)