| Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | 2D GPU Particles working.. | Juan Linietsky | 2017-06-21 | 1 | -0/+3 | |
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| * | Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master | Thomas Herzog | 2017-06-19 | 1 | -2/+2 | |
| |\ | | | | | Add double-sided flag to SpriteBase3D [master] | |||||
| | * | Add double-sided flag to SpriteBase3D (fixes #8007) | Andrea Faulds | 2017-05-02 | 1 | -2/+2 | |
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| * | | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | 2017-06-18 | 1 | -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 Linietsky | 2017-06-17 | 1 | -6/+6 | |
| | | | | | | | | | support in Sprite so far. | |||||
| * | | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | 2017-06-16 | 1 | -0/+1 | |
| | | | | | | | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | |||||
| * | | Fixes to SSR, WIP. | Juan Linietsky | 2017-06-16 | 1 | -1/+1 | |
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| * | | Fixed several bugs with directional light, and changed defaults to be more ↵ | Juan Linietsky | 2017-06-14 | 1 | -1/+0 | |
| | | | | | | | | | sensible. | |||||
| * | | -Fixed occluder rendering, closes #8560 | Juan Linietsky | 2017-06-13 | 1 | -0/+1 | |
| | | | | | | | | | -Ability to smooth out 2D shadow filters | |||||
| * | | Restored multiple viewport function, as well as view modes. | Juan Linietsky | 2017-06-11 | 1 | -0/+24 | |
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| * | | -Restored multithread capability to VisualServer | Juan Linietsky | 2017-06-09 | 1 | -1/+11 | |
| | | | | | | | | | -Restored resource previews! | |||||
| * | | Fog is complete! | Juan Linietsky | 2017-06-07 | 1 | -0/+4 | |
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| * | | Removed skybox support, added panorama support. Skybox support may come back ↵ | Juan Linietsky | 2017-05-25 | 1 | -7/+7 | |
| | | | | | | | | | eventually, but hope not. | |||||
| * | | Added texture_get_texid | BastiaanOlij | 2017-05-20 | 1 | -0/+1 | |
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| * | | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | 2017-05-17 | 1 | -4/+5 | |
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| * | Particle system is complete. Rejoice! | Juan Linietsky | 2017-04-08 | 1 | -1/+1 | |
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| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 | |
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| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -27/+4 | |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -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 renderer | Juan Linietsky | 2017-02-16 | 1 | -0/+3 | |
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| * | basic contact shadows implementation, will most likely need some polishing | Juan Linietsky | 2017-02-08 | 1 | -0/+1 | |
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| * | ability to adjust propagation in gi probe | Juan Linietsky | 2017-02-06 | 1 | -0/+3 | |
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| * | Several bugfixes, improving the import workflow | Juan Linietsky | 2017-02-06 | 1 | -0/+7 | |
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| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -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 Linietsky | 2017-01-12 | 1 | -8/+8 | |
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| * | Type renames: | Juan Linietsky | 2017-01-11 | 1 | -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 Linietsky | 2017-01-07 | 1 | -14/+14 | |
| | | | | | renamed to PoolVector | |||||
| * | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | 2017-01-04 | 1 | -1/+1 | |
| | | | | | | | -Modified help to display properties GDScript can still not make use of them, though. | |||||
| * | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -1/+1 | |
| | | | | | | | | | 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-master | Rémi Verschelde | 2017-01-02 | 1 | -551/+295 | |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||||
| | * | WIP particle system | Juan Linietsky | 2017-01-01 | 1 | -1/+11 | |
| | | | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||||
| | * | Some fixes and clean ups | Juan Linietsky | 2016-12-31 | 1 | -0/+3 | |
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| | * | begin work on new particle system | reduz | 2016-12-30 | 1 | -0/+56 | |
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| | * | baking now shows a proper button, and bakes can be saved. | Juan Linietsky | 2016-12-23 | 1 | -14/+2 | |
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| | * | can bake for omni and spotlight | Juan Linietsky | 2016-12-22 | 1 | -2/+8 | |
| | | | | | | | | | store normal when baking | |||||
| | * | work in progress global illumination | Juan Linietsky | 2016-12-20 | 1 | -3/+35 | |
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| | * | DOF blur, near and far fields.. | Juan Linietsky | 2016-12-10 | 1 | -1/+10 | |
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| | * | Multi stage glow with light bleeding from HDR | Juan Linietsky | 2016-12-08 | 1 | -2/+4 | |
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| | * | Tonemapping and Auto Exposure support | Juan Linietsky | 2016-12-07 | 1 | -3/+2 | |
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| | * | Support for SSAO | Juan Linietsky | 2016-12-04 | 1 | -0/+1 | |
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| | * | Subsurface scattering material param is now working! | Juan Linietsky | 2016-12-02 | 1 | -0/+1 | |
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| | * | Screen space reflection effect | Juan Linietsky | 2016-11-29 | 1 | -1/+1 | |
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| | * | WIP immediates and proper buffers swapping | Juan Linietsky | 2016-11-23 | 1 | -1/+1 | |
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| | * | Instancing is working! (hooray) | Juan Linietsky | 2016-11-22 | 1 | -4/+2 | |
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| | * | Skeletons are working now. | Juan Linietsky | 2016-11-21 | 1 | -1/+1 | |
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| | * | working reflection probes!! | Juan Linietsky | 2016-11-19 | 1 | -8/+20 | |
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| | * | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | 2016-11-11 | 1 | -3/+2 | |
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| | * | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | 2016-11-09 | 1 | -2/+26 | |
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| | * | -Many many fixes | Juan Linietsky | 2016-10-29 | 1 | -6/+7 | |
| | | | | | | | | | -Gizmos work again | |||||
| | * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 1 | -12/+7 | |
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