a1d7c496b9
Improved default directional shadow params, added bias split scale, closes #9828
2017-08-30 08:08:44 -03:00
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
1894157c9f
-Massive clean up to gizmos
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-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
2017-08-26 00:47:28 -03:00
7e5890d23d
-Fix all shadow and culling related issues, fixes #9330
2017-08-19 20:07:21 -03:00
8fc6bb8f77
Added polygon antialiasing, but it does not work on nvidia. Will have to try something else..
2017-08-19 13:14:38 -03:00
df573f5c3a
-Restored Sprite3D to working function, fixes #2061 , fixes #9738
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-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
539fbad919
Restored black bars and custom images instead of black bars, closes #1571
2017-08-07 18:09:13 -03:00
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
d2ba2d0873
Adding base classes and structures for ARVR support
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Added ArVrScriptInterface
Added ARVRCamera, ARVRController and ARVROrigin helper objects
2017-07-28 10:39:15 +10:00
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -03:00
d23fc16b2d
Merge pull request #9564 from Noshyaar/pr-threshold
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Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
f4c8c552f9
Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.
2017-07-08 12:36:15 -03:00
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
2a3e00c8c7
-Many fixes to VisualScript, fixed property names, etc.
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-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
2017-06-30 21:35:05 -03:00
83ae9a5e28
Ability to restart particle system with a function call
2017-06-25 08:01:50 -03:00
95560e02c5
2D GPU Particles working..
2017-06-21 16:26:26 -03:00
bfac7c476d
Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master
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Add double-sided flag to SpriteBase3D [master]
2017-06-19 23:46:54 +02:00
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
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-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
29cfc365aa
Fixes to SSR, WIP.
2017-06-16 08:30:21 -03:00
462d8ceb46
Fixed several bugs with directional light, and changed defaults to be more sensible.
2017-06-14 17:06:36 -03:00
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
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-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
612ab8fcdb
-Restored multithread capability to VisualServer
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-Restored resource previews!
2017-06-09 00:24:18 -03:00
840ac8c018
Fog is complete!
2017-06-07 08:38:21 -03:00
bf6380ee70
Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not.
2017-05-25 14:00:43 -03:00
c51ce72702
Added texture_get_texid
2017-05-20 10:09:36 +10:00
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
fd5b929831
Add double-sided flag to SpriteBase3D ( fixes #8007 )
2017-05-02 21:03:17 +01:00
4286aef693
Particle system is complete. Rejoice!
2017-04-08 22:40:06 -03:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
2017-03-05 16:44:50 +01:00
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
07bbcf91f7
basic contact shadows implementation, will most likely need some polishing
2017-02-08 07:35:14 -03:00
5cc63dee0f
ability to adjust propagation in gi probe
2017-02-06 05:12:15 -03:00
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
93ab45b6b5
Style: Fix whole-line commented code
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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.
2017-01-14 14:52:23 +01:00
35b404ba08
Unify naming of blendshape / morphtarget into just "Blend Shape"
2017-01-12 08:34:00 -03:00
bc26f90581
Type renames:
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
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-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
86b0669f4c
Revert "Add/expose VisualServer::get_default_clear_color()"
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This reverts commit 753ba67d65 ,
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.
2017-01-02 20:32:52 +01:00
c2a217c350
WIP particle system
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Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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!
2017-01-01 22:03:33 +01:00
a62c99c4e4
Some fixes and clean ups
2016-12-31 10:53:29 -03:00