Juan Linietsky
fbabef6da3
Fixes to rim parameter in shader
2017-09-23 08:27:48 -03:00
Juan Linietsky
3237e05c36
Ability to convert from SpatialMaterial to ShaderMaterial
2017-09-22 09:20:52 -03:00
Juan Linietsky
bf371dcb32
Added proximity and distance fade to SpatialMaterial
2017-09-21 15:20:28 -03:00
Poommetee Ketson
1c063abf0d
Material: fix priority not int
2017-09-11 18:13:28 +07:00
Juan Linietsky
308a6f4f99
hide next pass for material types that make it pointless, closes #10686
2017-09-05 20:40:50 -03:00
Juan Linietsky
281fb4e4fb
Added transmission shader parameter.
2017-09-03 10:30:37 -03:00
Juan Linietsky
b4efb832a7
Made triplanar local space by default, world space optionally, closes #10159
2017-09-02 09:57:08 -03:00
Juan Linietsky
8f30c52a37
Removed ontop property, added a material rendering priority system. Fixes #9935 , closes #10135
2017-09-01 13:01:08 -03:00
Juan Linietsky
9ff19951e2
Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979
2017-08-31 09:44:37 -03:00
Rémi Verschelde
c109a6e5a4
Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheet
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Fix UV calculation for spritesheet in particles
2017-08-31 13:42:37 +02:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Rémi Verschelde
565600e844
Cleanup tons of obsolete commented out code
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Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
2017-08-26 17:47:57 +02:00
Maxim Sheronov
e41656c345
Fix UV calculation for spritesheet in particles
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Fix names of uniforms and make correct uv offset calculation
2017-08-23 20:57:31 +03:00
Ignacio Etcheverry
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
Juan Linietsky
3a4ff3402d
Oops, fixed wrong color masking problem. Closes #10149
2017-08-17 18:33:59 -03:00
Rémi Verschelde
b47e6c0dba
Merge pull request #10194 from Keetz/update-default-values
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Updated default values in SpatialMaterial and Environment
2017-08-11 10:39:12 +02:00
Ignacio Etcheverry
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
Rasmus Ketelsen
141aac48ff
Updated default values in SpatialMaterial and Environment
2017-08-09 10:11:36 +02:00
Juan Linietsky
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
Juan Linietsky
5c361485db
-Added GLTF scene support (still missing animations and .glb extension)
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-Fixed bugs regarding tangent generation in SurfaceTool
2017-08-02 15:43:49 -03:00
Rémi Verschelde
374cffaa11
Merge pull request #9764 from Noshyaar/pr-fix2
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Add object type hint for docs
2017-07-24 08:07:32 +02:00
Poommetee Ketson
2777f81d29
Add object type hint for docs
2017-07-23 18:57:03 +07:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
ducdetronquito
074801e7a9
[ #7212 ] Fixed missing 'Variant' return values in documentation.
2017-07-11 13:25:51 +02:00
Juan Linietsky
e577c5b070
Some adjustments to toon material to make it more flexible
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Ability to also disable specular
2017-07-08 14:01:56 -03:00
Juan Linietsky
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
Juan Linietsky
84de71872f
-Added triplanar mapping modes
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-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky
e63c64e256
Clean up normalmapping, make sure tangents are imported correctly.
2017-07-03 10:45:34 -03:00
Juan Linietsky
db3b05d289
Reworked translation system
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-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
Juan Linietsky
d41978eb63
Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility.
2017-06-25 18:57:28 -03:00
Juan Linietsky
2da3f48e5a
-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
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-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
Juan Linietsky
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
Juan Linietsky
0fb99306ff
-working SCREEN_TEXTURE, SCREEN_UV shader variables
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-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
Juan Linietsky
5aa66d03d8
Added depth texture support (using parallax) to default material.
2017-06-04 20:35:45 -03:00
Juan Linietsky
c03131fc9f
Rework shading modes and change location of light shader
2017-06-01 18:56:02 -03:00
Juan Linietsky
a134f58fb3
rewritten PBR implementation to make it friendlier with Blender
2017-05-31 20:29:56 -03:00
Juan Linietsky
5567e898d1
Several fixes related to PBR and Environment
2017-05-30 08:56:19 -03:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Andreas Haas
362e52c2fd
Fix typo in FixedSpatialMaterial
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NormapMap
2017-04-06 23:20:00 +02:00
Rémi Verschelde
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
Juan Linietsky
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
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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
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Ferenc Arn
81d9fe44df
Use property convention introduced in b085c4 (_ rather than / as separator).
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Fixes #7476 .
2017-01-18 18:56:27 -06:00
Juan Linietsky
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
Juan Linietsky
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
Rémi Verschelde
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
Juan Linietsky
741e038671
Add a metallic mode
2017-01-02 00:01:55 -03:00
Rémi Verschelde
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