Commit Graph

81 Commits

Author SHA1 Message Date
abea816e54 Revert "Rename Schlick GGX to GGX." 2017-10-23 07:42:36 +02:00
cb0bf1edea Rename Schlick GGX to GGX.
Schlick's approximation and GGX are orthogonal concepts.

Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.

The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
3bd2a4c421 Fix spatial shader conversion with texture 2017-10-19 16:10:24 +09:00
c9a925c4e0 Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility. 2017-10-01 19:08:49 -03:00
81c9cfdc1b Added light affect parameter to baked AO 2017-09-23 23:10:34 -03:00
fbabef6da3 Fixes to rim parameter in shader 2017-09-23 08:27:48 -03:00
3237e05c36 Ability to convert from SpatialMaterial to ShaderMaterial 2017-09-22 09:20:52 -03:00
bf371dcb32 Added proximity and distance fade to SpatialMaterial 2017-09-21 15:20:28 -03:00
1c063abf0d Material: fix priority not int 2017-09-11 18:13:28 +07:00
308a6f4f99 hide next pass for material types that make it pointless, closes #10686 2017-09-05 20:40:50 -03:00
281fb4e4fb Added transmission shader parameter. 2017-09-03 10:30:37 -03:00
b4efb832a7 Made triplanar local space by default, world space optionally, closes #10159 2017-09-02 09:57:08 -03:00
8f30c52a37 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 2017-09-01 13:01:08 -03:00
9ff19951e2 Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979 2017-08-31 09:44:37 -03:00
c109a6e5a4 Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheet
Fix UV calculation for spritesheet in particles
2017-08-31 13:42:37 +02:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
565600e844 Cleanup tons of obsolete commented out code
Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
2017-08-26 17:47:57 +02:00
e41656c345 Fix UV calculation for spritesheet in particles
Fix names of uniforms and make correct uv offset calculation
2017-08-23 20:57:31 +03:00
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
3a4ff3402d Oops, fixed wrong color masking problem. Closes #10149 2017-08-17 18:33:59 -03:00
b47e6c0dba Merge pull request #10194 from Keetz/update-default-values
Updated default values in SpatialMaterial and Environment
2017-08-11 10:39:12 +02:00
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
141aac48ff Updated default values in SpatialMaterial and Environment 2017-08-09 10:11:36 +02:00
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
5c361485db -Added GLTF scene support (still missing animations and .glb extension)
-Fixed bugs regarding tangent generation in SurfaceTool
2017-08-02 15:43:49 -03:00
374cffaa11 Merge pull request #9764 from Noshyaar/pr-fix2
Add object type hint for docs
2017-07-24 08:07:32 +02:00
2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
074801e7a9 [#7212] Fixed missing 'Variant' return values in documentation. 2017-07-11 13:25:51 +02:00
e577c5b070 Some adjustments to toon material to make it more flexible
Ability to also disable specular
2017-07-08 14:01:56 -03:00
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
84de71872f -Added triplanar mapping modes
-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
e63c64e256 Clean up normalmapping, make sure tangents are imported correctly. 2017-07-03 10:45:34 -03:00
db3b05d289 Reworked translation system
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
d41978eb63 Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility. 2017-06-25 18:57:28 -03:00
2da3f48e5a -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
da14225ad8 fix bug related to unshaded materials not working on MSVC. Not cleanest solution, might think about how to improve later. 2017-06-15 10:36:00 -03:00
0fb99306ff -working SCREEN_TEXTURE, SCREEN_UV shader variables
-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
5aa66d03d8 Added depth texture support (using parallax) to default material. 2017-06-04 20:35:45 -03:00
c03131fc9f Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
a134f58fb3 rewritten PBR implementation to make it friendlier with Blender 2017-05-31 20:29:56 -03:00
5567e898d1 Several fixes related to PBR and Environment 2017-05-30 08:56:19 -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
362e52c2fd Fix typo in FixedSpatialMaterial
NormapMap
2017-04-06 23:20:00 +02:00
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
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
81d9fe44df Use property convention introduced in b085c4 (_ rather than / as separator).
Fixes #7476.
2017-01-18 18:56:27 -06:00