Commit Graph

22 Commits

Author SHA1 Message Date
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Pedro J. Estébanez 887b1de1db Add/expose VisualServer::get_default_clear_color()
(cherry picked from commit 753ba67d65)
2016-10-31 00:00:55 +01:00
Ignacio Etcheverry 55a5631986 Bindings: Fix missing default value
(cherry picked from commit 068b58b3ce)
2016-10-17 20:43:25 +02:00
Ariel Manzur cf427eeb7a bind method canvas_item_set_sort_children_by_y
(cherry picked from commit 1f9e16119f)
2016-10-09 17:39:17 +02:00
Rémi Verschelde f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Juan Linietsky 64b4253dbf changed visual server free() to free_rid() like in the other servers. Fixes #4917 2016-06-13 22:12:56 -03:00
Geequlim fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
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
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Ariel Manzur 83f2084cb8 testing patch for aligned reads by webp in javascript 2015-12-22 09:19:12 -03:00
Juan Linietsky b524b40fdc -fixed many memory initialization issues
-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
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 d148a03848 -Fixes bug in ShaderGraph material, when uniform property is not used, fixes #1634 and #1610 2015-04-09 00:29:21 -03:00
Carl Olsson c5bf43f6eb Working TileMap tile transpose transform. 2015-02-02 21:27:48 +10:00
Gerold31 6532aa627c Fix some more incorrect bindings 2014-10-26 15:07:54 +01:00
Juan Linietsky 678948068b Small Issues & Maintenance
-=-=-=-=-=-=-=-=-=-=-=-=-=

-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
2014-08-01 22:10:38 -03:00
Juan Linietsky 2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky 9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky 6f0b4678e2 More 3D Improvements
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-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00