Rémi Verschelde
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij
f3dd3c0830
Adding option to re-orient our sky
2018-12-15 19:41:34 +11:00
Juan Linietsky
af8d941c55
Added luminance capping to avoid glitches on small dots. closes #17996
2018-11-28 01:22:20 -03:00
Juan Linietsky
634aa4fc24
Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281
2018-11-19 10:43:29 -03:00
Juan Linietsky
55f5f4757e
Merge pull request #23248 from dlasalle/fog
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Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle
6eae6247e4
Add parameter for fog max depth and use alpha as density.
2018-11-13 17:19:11 -08:00
JFonS
85ce4a67ed
Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
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Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Pedro J. Estébanez
cf8976de41
Fix canvas stacking not deterministic on same layer
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Fixes #22687 .
2018-10-30 21:53:00 +01:00
Rémi Verschelde
8c9c1d6882
Merge pull request #21436 from CptPotato/tonemap-fixes
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tonemapping fixes
2018-10-02 15:42:15 +02:00
Juan Linietsky
c83742ba86
-Lightmap and lightmap capture support for GLES2
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-Added hint to not show some properties when running on low end gfx
2018-09-28 20:33:18 -03:00
Juan Linietsky
f2ed26d71e
Reflection probe support in GLES2 back-end.
2018-09-28 16:42:47 -03:00
JFonS
3cedec5f75
Set uniform default values in inspector
2018-09-13 23:05:33 +02:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Juan Linietsky
cf834a22dc
Ported CPU particles to 2D
2018-08-29 16:48:55 -03:00
alex-poe
5cd00c3780
fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias
2018-08-27 10:08:38 +02:00
Aaron Franke
cf136a91d6
[Core] Completely kill math_2d.h, change includes
2018-08-11 03:08:34 -05:00
Thomas Herzog
b4d3f541e7
add 3D textures
2018-07-30 12:20:27 +02:00
Juan Linietsky
6a5aec3644
Rename flag to better name
2018-07-27 08:59:18 -03:00
Rémi Verschelde
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
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sync rasterizers with engine
2018-07-25 20:33:37 +02:00
Juan Linietsky
dc976cac57
Merge pull request #12678 from AndreaCatania/soft
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Soft body
2018-07-23 16:04:32 -03:00
AndreaCatania
17ebbfb56d
Implemented Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
Juan Linietsky
ec85fd554b
Fix issues with CPUParticles and related conversion from Particles. Closes #20126
2018-07-23 12:28:50 -03:00
AndreaCatania
fbf3ad2841
Added some API to visual server so from control VRAM buffer is more easy
2018-07-23 12:59:27 +02:00
Max Hilbrunner
277793439a
Revert "Fix #19507 Not emitted particles affects performance"
2018-07-17 16:52:13 +02:00
Max Hilbrunner
4b626dc114
Merge pull request #19764 from malbach/godot_malbach
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Fix #19507 Not emitted particles affects performance
2018-07-17 16:47:41 +02:00
Juan Linietsky
de910f8c26
Finally figured out how to implement AnimatedTexture properly.
2018-07-16 11:43:49 -03:00
Juan Linietsky
7dcaabaf19
Support for CPU based particles, which aids compatibility with OpenGL ES 2.0
2018-07-06 20:21:42 -03:00
Juan Linietsky
e179bf0726
Ensure, if a texture meant for a normal map is imported and size limit exists, that it's renormalized after resize.
2018-07-03 10:56:31 -03:00
Juan Linietsky
7fc2367508
Added ability for SSAO to affect AO textures too
2018-07-02 16:50:52 -03:00
malbach
cef8d355d2
Fix #19507 Not emitted particles affects performance
2018-06-25 18:17:28 +02:00
Gustav Lund
35eb7f2d6a
Rasterizers are now in sync with engine
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The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Juan Linietsky
b96cd25305
Merge pull request #18495 from Zylann/partial_texture_update
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Added partial texture update to VisualServer
2018-05-07 13:20:38 -03:00
Bastiaan Olij
6f7fefa489
Added option to viewport to keep linear color
2018-05-06 19:28:09 +10:00
Juan Linietsky
b3e4bc562c
Skeleton for 2D WIP
2018-05-03 17:29:56 -03:00
Marc Gilleron
c755cced83
Added partial texture update to VisualServer
2018-04-29 03:09:49 +02:00
Juan Linietsky
7cd867c3fe
2D Skeletons WORK IN PROGRESS
2018-02-21 17:24:00 -03:00
Juan Linietsky
9e3a1e5401
Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
2018-02-21 09:39:09 -03:00
Marc Gilleron
e415fd05bb
Added all missing VisualServer bindings
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- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance
- Removed draw and sync, were duplicates of force_* equivalents
- Bumped binders max arguments from 11 to 13
- Wrote some wrappers as not all methods were variant-friendly
2018-01-20 16:59:26 +01:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
f9f6f250e6
Merge pull request #15191 from Jerome67000/z_renaming
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renames "z" Node2D property to "z_index"
2018-01-04 00:41:45 +01:00
Jerome67000
42ae3525a3
#15078 renamed "z" -> "z_index" property in Node2D
2018-01-03 13:02:26 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
MrCdK
1f609b7a82
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-23 05:23:41 +01:00
Juan Linietsky
652c98a7be
Add epic hack so vsync can be toggled in run-time from script. Fixes #14458 .
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Call needs to be routed via visual server to reach the proper thread.
2017-12-16 17:11:02 -03:00
Rémi Verschelde
d03f35f1bc
Bind TextEdit.deselect and update documentation
2017-12-16 21:08:31 +01:00
Juan Linietsky
f3ad14224e
-Add lightmapper
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Juan Linietsky
65fb961b8b
-Ability to and unwrap lightmap coordinates on import
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-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09 14:18:14 -03:00
Juan Linietsky
d438ac0aed
-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
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-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Pedro J. Estébanez
3aa79fc1a3
Add ability to opt-out buffer swapping in `VS::draw()`
2017-11-25 02:18:28 +01:00
Marc Gilleron
17b9accd0c
Implement per-instance custom bounding box
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# Conflicts:
# servers/visual/visual_server_scene.h
2017-11-20 20:54:26 +01:00