Commit Graph

244 Commits

Author SHA1 Message Date
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
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
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
-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
-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
-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:
-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
-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
91add16300 Can use AtlasTextures as custom mouse cursor.
fixes #3957
2016-07-03 19:36:12 +02:00
fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
8be2fabbe5 Changed import workflow
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
89d87294db ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
aec4f57f95 Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
4a4f247914 remove trailing whitespace 2016-03-09 00:00:52 +01:00
7fecebd8a8 Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
Conflicts:
	servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
de5281c398 Ability to colourize baked lighting in real time. 2016-02-06 18:03:20 +00:00