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SCsub
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style: Fix PEP8 whitespace issues in Python files
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2016-11-01 00:35:16 +01:00 |
default_mouse_cursor.xpm
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GODOT IS OPEN SOURCE
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2014-02-09 22:10:30 -03:00 |
rasterizer.cpp
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Fixed a typo in a Visual Server var name (#8977)
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2017-05-29 08:08:16 +02:00 |
rasterizer.h
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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.
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2017-06-18 22:55:02 -03:00 |
shader_language.cpp
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-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
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2017-06-17 11:03:48 -03:00 |
shader_language.h
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
shader_types.cpp
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TIME constant reverted to a single float, fixes #9123
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2017-06-16 08:30:21 -03:00 |
shader_types.h
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
visual_server_canvas.cpp
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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.
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2017-06-18 22:55:02 -03:00 |
visual_server_canvas.h
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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.
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2017-06-18 22:55:02 -03:00 |
visual_server_global.cpp
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
visual_server_global.h
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
visual_server_light_baker.cpp
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
visual_server_light_baker.h
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
visual_server_raster.cpp
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Restored everything related to information polling, and added information box for viewport.
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2017-06-11 18:13:04 -03:00 |
visual_server_raster.h
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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.
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2017-06-18 22:55:02 -03:00 |
visual_server_scene.cpp
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Particles properly update the shadow maps, closes #8815
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2017-06-17 07:32:49 -03:00 |
visual_server_scene.h
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Increase the default perspective camera FOV
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2017-06-16 12:07:07 +02:00 |
visual_server_viewport.cpp
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Fix transparent background rendering, closes #8703
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2017-06-17 08:59:43 -03:00 |
visual_server_viewport.h
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Fix transparent background rendering, closes #8703
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2017-06-17 08:59:43 -03:00 |
visual_server_wrap_mt.cpp
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-Restored multithread capability to VisualServer
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2017-06-09 00:24:18 -03:00 |
visual_server_wrap_mt.h
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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.
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2017-06-18 22:55:02 -03:00 |