Commit Graph

182 Commits

Author SHA1 Message Date
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
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
ed518ff713 Revert "small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate"
This reverts commit 4118b21e43.
Same rationale as previous revert.
2017-01-02 20:39:25 +01:00
86b0669f4c Revert "Add/expose VisualServer::get_default_clear_color()"
This reverts commit 753ba67d65,
in preparation from the merge of the gles3 branch, as the VisualServer
code changed too much to port this commit over during merge conflicts
resolution. It could be readded afterwards.
2017-01-02 20:32:52 +01:00
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
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
a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
8534ced22d Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
4118b21e43 small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate 2016-12-04 16:51:58 +01:00
a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
7cf8d75cf8 WIP immediates and proper buffers swapping 2016-11-23 07:04:55 -03:00
943d27f46d Instancing is working! (hooray) 2016-11-22 01:26:56 -03:00
c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
cb34b70df1 More scene work, can display a skybox 2016-10-21 07:27:13 -03:00
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
753ba67d65 Add/expose VisualServer::get_default_clear_color() 2016-10-13 11:24:55 +02:00
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
a6e9dc6153 make editor update by tracking changes in visualserverraster 2016-10-03 23:46:24 -03:00
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
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
91add16300 Can use AtlasTextures as custom mouse cursor.
fixes #3957
2016-07-03 19:36:12 +02:00
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
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
33403d91f7 remove trailing whitespace 2016-05-21 15:29:25 +02:00
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
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
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
4a4f247914 remove trailing whitespace 2016-03-09 00:00:52 +01:00
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
de5281c398 Ability to colourize baked lighting in real time. 2016-02-06 18:03:20 +00:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
b59c86f6f9 -Ability to debug video memory usage
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
b524b40fdc -fixed many memory initialization issues
-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -03:00
3e20391bf6 -Changed bootsplash option to use a file, fixes #1539
-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12 17:55:01 -03:00