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
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
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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
f4a56e7782
begin work on new particle system
2016-12-30 08:35:54 -03:00
4e729f38e0
baking now shows a proper button, and bakes can be saved.
2016-12-23 00:37:38 -03:00
f9603d8236
can bake for omni and spotlight
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store normal when baking
2016-12-22 10:00:15 -03:00
075fde7f26
work in progress global illumination
2016-12-20 00:21:07 -03:00
22a90e8f2a
DOF blur, near and far fields..
2016-12-10 01:13:20 -03:00
18ebd22000
Multi stage glow with light bleeding from HDR
2016-12-08 09:48:38 -03:00
8534ced22d
Tonemapping and Auto Exposure support
2016-12-07 17:49:52 -03:00
a299c3ebf1
Support for SSAO
2016-12-04 12:45:30 -03:00
27a46d78ec
Subsurface scattering material param is now working!
2016-12-02 22:23:16 -03:00
a47c78aed1
Screen space reflection effect
2016-11-29 19:55:12 -03:00
7cf8d75cf8
WIP immediates and proper buffers swapping
2016-11-23 07:04:55 -03:00
943d27f46d
Instancing is working! (hooray)
2016-11-22 01:26:56 -03:00
70d095d8f2
Skeletons are working now.
2016-11-21 19:03:39 -03:00
c39d2b3f42
working reflection probes!!
2016-11-19 13:23:37 -03:00
a7078a4be9
Done with lights and shadows (wonder if i'm missing something..)
2016-11-11 12:27:52 -03:00
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
d6567010bf
-Many many fixes
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-Gizmos work again
2016-10-29 20:48:09 -03:00
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
cb34b70df1
More scene work, can display a skybox
2016-10-21 07:27:13 -03:00
4428115916
Everything returning to normal in 3D, still a long way to go
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-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
753ba67d65
Add/expose VisualServer::get_default_clear_color()
2016-10-13 11:24:55 +02:00
1527cf8c0d
2D Shaders are working again using the new syntax, though all is buggy in general
2016-10-10 18:31:01 -03:00
cf5778e51a
-Added ViewportContainer, this is the only way to make viewports show up in GUI now
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-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
a6e9dc6153
make editor update by tracking changes in visualserverraster
2016-10-03 23:46:24 -03:00
22d83bc9f6
Begining of GLES3 renderer:
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-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
2016-10-03 21:35:16 +02:00
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00