Commit Graph

128 Commits

Author SHA1 Message Date
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
-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
-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
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
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.
-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
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
-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
-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
-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)
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
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:
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
-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.
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
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()"
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
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!
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