Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
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leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Ferenc Arn
d28763a4c1
Rename Rect3 to AABB.
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Fixes #12973 .
2017-11-17 11:01:41 -05:00
Juan Linietsky
6277e6d40a
Ability to update parts of an array, and set arrays as dynamic draw
2017-11-14 17:26:35 -03:00
Juan Linietsky
eedb39091a
Several fixes to directional shadows, closes #10926
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Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky
2802dced84
Automatically redraw when shaders using TIME are visible, fixes #10554
2017-09-05 00:30:39 -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
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Juan Linietsky
1894157c9f
-Massive clean up to gizmos
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-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
Juan Linietsky
7e5890d23d
-Fix all shadow and culling related issues, fixes #9330
2017-08-19 20:07:21 -03:00
TwistedTwigleg
00f6c85928
Synchronize parameter names in definition and declaration
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Fixes #10244 .
2017-08-16 17:22:23 +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
f5277e347d
Fixes to glow and auto exposure, closes #9797 , closes #9106
2017-07-26 00:40:32 -03:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
Juan Linietsky
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -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
7263137dba
Implemented environment arrays for skybox reflection and roughness, quality increase is enormous.
2017-07-04 23:53:08 -03:00
Juan Linietsky
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
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-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
83ae9a5e28
Ability to restart particle system with a function call
2017-06-25 08:01:50 -03:00
Poommetee Ketson
e3998528e0
BuildSystem: generated files have .gen.extension
2017-06-25 07:55:01 +07:00
Juan Linietsky
8ef1c41a4e
Small fixes required to get platformer to work.
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Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
9757fc354c
Fix transparent background rendering, closes #8703
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Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Juan Linietsky
e11fae0bbf
Particles properly update the shadow maps, closes #8815
2017-06-17 07:32:49 -03:00
Juan Linietsky
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
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-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
Juan Linietsky
f8bd488457
Merge pull request #9109 from RandomShaper/optimize-2d-lighting
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Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Juan Linietsky
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
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-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Juan Linietsky
61c82f4356
Restored everything related to information polling, and added information box for viewport.
2017-06-11 18:13:04 -03:00
Juan Linietsky
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
Pedro J. Estébanez
4d90750729
Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size
2017-06-09 21:17:47 +02:00
Juan Linietsky
612ab8fcdb
-Restored multithread capability to VisualServer
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-Restored resource previews!
2017-06-09 00:24:18 -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
8126a0cb12
subsurface scattering is fixed and working again
2017-06-03 21:14:05 -03:00
Juan Linietsky
f89641907f
-Added EXR supprot for HDR (no BC6 compression yet though)
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-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Juan Linietsky
bf6380ee70
Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not.
2017-05-25 14:00:43 -03:00
BastiaanOlij
c51ce72702
Added texture_get_texid
2017-05-20 10:09:36 +10:00
Juan Linietsky
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
Juan Linietsky
4286aef693
Particle system is complete. Rejoice!
2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Rémi Verschelde
efba539f93
Fix build on older GCC versions
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Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07 19:24:37 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Juan Linietsky
6d15e15732
converted skeletons from uniform to texture
2017-03-12 13:08:56 -03:00
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
Rémi Verschelde
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
Juan Linietsky
ffcd954211
Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though
2017-02-22 19:14:21 -03:00
Juan Linietsky
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
Juan Linietsky
6bfaa0f12c
shadows were not working in-editor for nvidia, fixed now
2017-02-06 20:18:35 -03:00
Juan Linietsky
5cc63dee0f
ability to adjust propagation in gi probe
2017-02-06 05:12:15 -03:00
Juan Linietsky
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
BastiaanOlij
3a02df7739
Working on compile issues for iOS
2017-01-16 23:14:13 +11:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Juan Linietsky
35b404ba08
Unify naming of blendshape / morphtarget into just "Blend Shape"
2017-01-12 08:34:00 -03:00