aboutsummaryrefslogtreecommitdiff
path: root/servers
Commit message (Collapse)AuthorAgeFilesLines
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-0721-253/+256
| | | | renamed to PoolVector
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-051-0/+5
|\
| * First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-041-0/+5
| | | | | | | | renderer for Mac OS X. Still broken at this point.
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-059-31/+33
|/ | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-041-1/+4
|\
| * Improvement to y_sort: make clear which item has to be drawn firstlonesurvivor2017-01-031-1/+4
| | | | | | | | when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-045-7/+43
|/ | | | | | -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 Linietsky2017-01-0220-412/+412
| | | | | | | | 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 Verschelde2017-01-0239-7665/+12974
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * fix stupid bug in light downscaling for GI ProbeJuan Linietsky2017-01-021-3/+6
| |
| * WIP particle systemJuan Linietsky2017-01-016-1/+53
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * Some fixes and clean upsJuan Linietsky2016-12-314-3/+15
| |
| * begin work on new particle systemreduz2016-12-305-35/+437
| |
| * now it really works on window for realreduz2016-12-251-0/+8
| |
| * fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz2016-12-242-6/+15
| | | | | | | | are no longer valid :(
| * Fixed many more bugs reported by ValgrindJuan Linietsky2016-12-231-0/+1
| |
| * baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-234-78/+47
| |
| * can bake for omni and spotlightJuan Linietsky2016-12-225-47/+193
| | | | | | | | store normal when baking
| * Some BRDF fixesJuan Linietsky2016-12-211-1/+1
| |
| * Godot works on Windows again..reduz2016-12-211-1/+1
| |
| * work in progress global illuminationJuan Linietsky2016-12-208-69/+1109
| |
| * DOF blur, near and far fields..Juan Linietsky2016-12-103-3/+17
| |
| * Multi stage glow with light bleeding from HDRJuan Linietsky2016-12-083-4/+6
| |
| * Tonemapping and Auto Exposure supportJuan Linietsky2016-12-073-5/+6
| |
| * Support for SSAOJuan Linietsky2016-12-043-0/+4
| |
| * Subsurface scattering material param is now working!Juan Linietsky2016-12-023-1/+3
| |
| * Screen space reflection effectJuan Linietsky2016-11-293-1/+4
| |
| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-243-10/+32
| |
| * WIP immediates and proper buffers swappingJuan Linietsky2016-11-235-11/+24
| |
| * Instancing is working! (hooray)Juan Linietsky2016-11-225-33/+70
| |
| * Skeletons are working now.Juan Linietsky2016-11-212-5/+19
| |
| * Huge amount of improvement in the material system. Materials should beJuan Linietsky2016-11-203-0/+36
| | | | | | | | a lot more complete and usable now.
| * working reflection probes!!Juan Linietsky2016-11-197-118/+417
| |
| * Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-115-10/+10
| |
| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-099-47/+1171
| |
| * shadow atlas allocation (work in progress)Juan Linietsky2016-10-312-0/+8
| |
| * -Many many fixesJuan Linietsky2016-10-295-25/+86
| | | | | | | | -Gizmos work again
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-279-149/+180
| |
| * More scene work, can display a skyboxJuan Linietsky2016-10-215-73/+43
| |
| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-199-246/+2823
| | | | | | | | -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 Linietsky2016-10-104-3/+121
| | | | | | | | general
| * -the new shader language seems to workJuan Linietsky2016-10-075-196/+1077
| | | | | | | | | | -shader editor plugin can edit shaders -code completion in shader editor plugin
| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-055-16/+61
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * make editor update by tracking changes in visualserverrasterJuan Linietsky2016-10-034-1178/+262
| |
| * Begining of GLES3 renderer:Juan Linietsky2016-10-0332-7601/+6922
| | | | | | | | | | | | | | | | -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 "small improvement to y_sort: make clear which item has to be drawn ↵Rémi Verschelde2017-01-021-4/+1
| | | | | | | | | | | | | | first when two have the same y-coordinate" This reverts commit 4118b21e43c59e6abfe4f45ccf236ee529626f4e. Same rationale as previous revert.
* | Revert "Add/expose VisualServer::get_default_clear_color()"Rémi Verschelde2017-01-025-9/+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 Verschelde2017-01-01122-122/+122
| | | | | | | | | | | | | | | | 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!