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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.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+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-masterRémi Verschelde2017-01-021-551/+295
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * WIP particle systemJuan Linietsky2017-01-011-1/+11
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * Some fixes and clean upsJuan Linietsky2016-12-311-0/+3
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| * begin work on new particle systemreduz2016-12-301-0/+56
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| * baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-231-14/+2
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| * can bake for omni and spotlightJuan Linietsky2016-12-221-2/+8
| | | | | | | | store normal when baking
| * work in progress global illuminationJuan Linietsky2016-12-201-3/+35
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| * DOF blur, near and far fields..Juan Linietsky2016-12-101-1/+10
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| * Multi stage glow with light bleeding from HDRJuan Linietsky2016-12-081-2/+4
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| * Tonemapping and Auto Exposure supportJuan Linietsky2016-12-071-3/+2
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| * Support for SSAOJuan Linietsky2016-12-041-0/+1
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| * Subsurface scattering material param is now working!Juan Linietsky2016-12-021-0/+1
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| * Screen space reflection effectJuan Linietsky2016-11-291-1/+1
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| * WIP immediates and proper buffers swappingJuan Linietsky2016-11-231-1/+1
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| * Instancing is working! (hooray)Juan Linietsky2016-11-221-4/+2
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| * Skeletons are working now.Juan Linietsky2016-11-211-1/+1
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| * working reflection probes!!Juan Linietsky2016-11-191-8/+20
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| * Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-111-3/+2
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-2/+26
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| * -Many many fixesJuan Linietsky2016-10-291-6/+7
| | | | | | | | -Gizmos work again
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-12/+7
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