Commit graph

125 commits

Author SHA1 Message Date
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
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
-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
Juan Linietsky
8fc6bb8f77 Added polygon antialiasing, but it does not work on nvidia. Will have to try something else.. 2017-08-19 13:14:38 -03:00
Juan Linietsky
539fbad919 Restored black bars and custom images instead of black bars, closes #1571 2017-08-07 18:09:13 -03:00
Juan Linietsky
3da3a36034 Many fixes to improve GI Probe quality 2017-07-15 23:24:37 -03:00
Rémi Verschelde
d23fc16b2d Merge pull request #9564 from Noshyaar/pr-threshold
Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
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
Poommetee Ketson
2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky
2a3e00c8c7 -Many fixes to VisualScript, fixed property names, etc.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Juan Linietsky
83ae9a5e28 Ability to restart particle system with a function call 2017-06-25 08:01:50 -03:00
Juan Linietsky
0cac32910a -Restored support for Canvas BG mode on Environment
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
95560e02c5 2D GPU Particles working.. 2017-06-21 16:26:26 -03:00
Juan Linietsky
0288be1e76 Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. 2017-06-17 23:27:42 -03:00
Juan Linietsky
9757fc354c Fix transparent background rendering, closes #8703
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
-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
29cfc365aa Fixes to SSR, WIP. 2017-06-16 08:30:21 -03:00
Juan Linietsky
462d8ceb46 Fixed several bugs with directional light, and changed defaults to be more sensible. 2017-06-14 17:06:36 -03:00
Juan Linietsky
a8a1f2e2a8 -Fixed occluder rendering, closes #8560
-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
alexholly
935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Juan Linietsky
612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
840ac8c018 Fog is complete! 2017-06-07 08:38:21 -03:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
suptoasty
e0befd2f23 Fixed a typo in a Visual Server var name (#8977) 2017-05-29 08:08:16 +02:00
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
7ba71fb243 Restored (And auto-generated) splash image 2017-04-09 20:03:38 -03:00
Juan Linietsky
fccf2816d4 -Fix eternal black screen on Windows
-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -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
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Rémi Verschelde
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
Juan Linietsky
903a3aa5f0 a ton of bug fixes to the renderer 2017-02-16 08:55:43 -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
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
Juan Linietsky
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
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
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
Rémi Verschelde
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
Juan Linietsky
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
Rémi Verschelde
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