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
Juan Linietsky
a62c99c4e4
Some fixes and clean ups
2016-12-31 10:53:29 -03:00
reduz
f4a56e7782
begin work on new particle system
2016-12-30 08:35:54 -03:00
reduz
289bc881aa
now it really works on window for real
2016-12-25 08:05:23 -03:00
Juan Linietsky
4e729f38e0
baking now shows a proper button, and bakes can be saved.
2016-12-23 00:37:38 -03:00
Juan Linietsky
f9603d8236
can bake for omni and spotlight
...
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky
075fde7f26
work in progress global illumination
2016-12-20 00:21:07 -03:00
Juan Linietsky
22a90e8f2a
DOF blur, near and far fields..
2016-12-10 01:13:20 -03:00
Juan Linietsky
18ebd22000
Multi stage glow with light bleeding from HDR
2016-12-08 09:48:38 -03:00
Juan Linietsky
8534ced22d
Tonemapping and Auto Exposure support
2016-12-07 17:49:52 -03:00
Juan Linietsky
a299c3ebf1
Support for SSAO
2016-12-04 12:45:30 -03:00
Juan Linietsky
a47c78aed1
Screen space reflection effect
2016-11-29 19:55:12 -03:00
Juan Linietsky
a732708b9d
Blend shapes using transform feedback (GPU)
2016-11-24 20:46:55 -03:00
Juan Linietsky
7cf8d75cf8
WIP immediates and proper buffers swapping
2016-11-23 07:04:55 -03:00
Juan Linietsky
943d27f46d
Instancing is working! (hooray)
2016-11-22 01:26:56 -03:00
Juan Linietsky
c39d2b3f42
working reflection probes!!
2016-11-19 13:23:37 -03:00
Juan Linietsky
a7078a4be9
Done with lights and shadows (wonder if i'm missing something..)
2016-11-11 12:27:52 -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
6b2a27bbe5
shadow atlas allocation (work in progress)
2016-10-31 08:47:46 -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
cb34b70df1
More scene work, can display a skybox
2016-10-21 07:27:13 -03:00
Juan Linietsky
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
Juan Linietsky
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
Juan Linietsky
a6e9dc6153
make editor update by tracking changes in visualserverraster
2016-10-03 23:46:24 -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
Juan Linietsky
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
Geequlim
fdf914e53e
Add texture region support for stylebox render
2016-06-05 00:45:53 +08:00
Juan Linietsky
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
Juan Linietsky
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
Rémi Verschelde
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
Saracen
24bc7d8db7
Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance.
2016-03-12 16:51:17 +00:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Saracen
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
Saracen
de5281c398
Ability to colourize baked lighting in real time.
2016-02-06 18:03:20 +00:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
428984ec0c
-New mask mode for lights, makes using masks MUCH easier.
2015-12-08 20:25:08 -03:00
Juan Linietsky
4b1f0afb01
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
Juan Linietsky
e82afd9c50
Merge pull request #2629 from firefly2442/float-to-bool
...
float to bool variable type, fixes : #2478
2015-11-18 19:17:29 -03:00
Juan Linietsky
b59c86f6f9
-Ability to debug video memory usage
...
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
firefly2442
4621d30d1b
float to bool variable type, fixes : #2478
2015-10-18 19:49:30 -05:00
steve
b0e5031f1f
ios now displays splash screen between launch image and main scene, instead of a black screen
2015-09-10 15:01:02 -07:00
Juan Linietsky
52308aba68
ability to change shadow color in light2d
2015-06-24 18:15:43 -03:00
Juan Linietsky
9e479065f5
new space shooter demo
...
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
ehriche
897a1aade5
optional formal changes
2015-05-06 01:22:31 +02:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
...
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
...
-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
acc6f3b285
signed distance field font support
2015-03-21 00:43:33 -03:00
Juan Linietsky
53e1694e1e
New option to send canvas to render buffer
...
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Juan Linietsky
650e13f3cd
back buffer copy node, to improve on texscreen()
...
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
a6f96f46b7
small optimizations to isometric light demo
...
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
Juan Linietsky
09489e3a78
lot of work on 2D lighting and isometric maps
...
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
a1f715a4da
support for 2D shadow casters
...
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Juan Linietsky
1d7337ba10
Merge pull request #1369 from not-surt/tile_rotation
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Tile Rotation
2015-02-21 15:37:02 -03:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00
reduz
2bea642583
-Some more work on 2D Lights (NOT FUNCTIONAL YET!)
2015-02-16 14:45:11 -03:00
Carl Olsson
c5bf43f6eb
Working TileMap tile transpose transform.
2015-02-02 21:27:48 +10:00
Juan Linietsky
30d3658110
-fixed issue with shader not being reset on layers, closes #1199
...
-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
Juan Linietsky
544ce2a1db
-Initial working(?) implementation of shaders for 2D. Lighting still not there though.
...
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
2015-01-12 10:19:09 -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
8997084831
2D Rewrite Step [1]
...
-=-=-=-=-=-=-=-=-=-
-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
2015-01-10 17:35:26 -03:00
Juan Linietsky
f7f197c409
-ability to set default textures in shader (needed for visual shader editing)
...
-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
2014-12-21 11:42:44 -03:00
Juan Linietsky
e82dc40205
-Much improvement to baked light baker
...
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky
af4a97bef9
missing fils from yesterday comit.
...
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00