Juan Linietsky
5c361485db
-Added GLTF scene support (still missing animations and .glb extension)
...
-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
...
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
...
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
...
-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
...
-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
...
-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
...
-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
...
NormapMap
2017-04-06 23:20:00 +02:00
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
Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
...
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
...
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).
...
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
...
-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.
...
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
...
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!
...
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
Juan Linietsky
27a46d78ec
Subsurface scattering material param is now working!
2016-12-02 22:23:16 -03:00
Juan Linietsky
a2505542ff
Huge amount of improvement in the material system. Materials should be
...
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
Juan Linietsky
d6567010bf
-Many many fixes
...
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
Juan Linietsky
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
Kyle Luce
4e69bc3bff
Could not use pre multiply alpha for material in editor
...
- 3 was hard coded, I just changed to 4. Unfortunately this will break every time
a blend mode is added
2016-07-17 11:09:47 -07:00
Rémi Verschelde
a15de80942
classref: Fix arg name for is_action_pressed/released
...
Also position TEXTURE_SPHERE constant properly.
2016-07-08 23:40:43 +02:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
f2183a5e09
replaced :var by :Variant in documentation, fixes #2897
2015-12-14 08:28:01 -03:00
Franklin Sobrinho
1138103c63
Fix shader loading, making possible load .shd and .sgp from editor
2015-11-27 21:11:20 -03:00
Franklin Sobrinho
1e36f36357
Bind missing FixedMaterial constants, fixes #2628
2015-10-19 08:03:29 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
54ed432913
fix crash when deleting shader from material, fixes #1631
2015-04-07 22:30:36 -03:00
Juan Linietsky
1d54c2dd1c
added missing set_shader_param functions
...
also added code completion hint for shader params
2015-02-11 06:51:20 -03:00
Juan Linietsky
04af74596d
-fix shader param names broken issue on code completion
...
-fix z order issue in new 2D engine
2015-01-14 09:05:33 -03:00
Juan Linietsky
66afddb3e8
-Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
...
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
fbdd925d9b
-Work in progress visual shader editor *DOES NOT WORK YET*
2015-01-03 16:52:37 -03:00
Juan Linietsky
bcf27feb98
New Code Completion
...
-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00