Commit Graph

259 Commits

Author SHA1 Message Date
141aac48ff Updated default values in SpatialMaterial and Environment 2017-08-09 10:11:36 +02:00
df573f5c3a -Restored Sprite3D to working function, fixes #2061, fixes #9738
-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
5c361485db -Added GLTF scene support (still missing animations and .glb extension)
-Fixed bugs regarding tangent generation in SurfaceTool
2017-08-02 15:43:49 -03:00
374cffaa11 Merge pull request #9764 from Noshyaar/pr-fix2
Add object type hint for docs
2017-07-24 08:07:32 +02:00
2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
074801e7a9 [#7212] Fixed missing 'Variant' return values in documentation. 2017-07-11 13:25:51 +02:00
e577c5b070 Some adjustments to toon material to make it more flexible
Ability to also disable specular
2017-07-08 14:01:56 -03:00
f4c8c552f9 Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials. 2017-07-08 12:36:15 -03:00
84de71872f -Added triplanar mapping modes
-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
e63c64e256 Clean up normalmapping, make sure tangents are imported correctly. 2017-07-03 10:45:34 -03:00
db3b05d289 Reworked translation system
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
d41978eb63 Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility. 2017-06-25 18:57:28 -03:00
2da3f48e5a -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
da14225ad8 fix bug related to unshaded materials not working on MSVC. Not cleanest solution, might think about how to improve later. 2017-06-15 10:36:00 -03:00
0fb99306ff -working SCREEN_TEXTURE, SCREEN_UV shader variables
-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
5aa66d03d8 Added depth texture support (using parallax) to default material. 2017-06-04 20:35:45 -03:00
c03131fc9f Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
a134f58fb3 rewritten PBR implementation to make it friendlier with Blender 2017-05-31 20:29:56 -03:00
5567e898d1 Several fixes related to PBR and Environment 2017-05-30 08:56:19 -03:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
362e52c2fd Fix typo in FixedSpatialMaterial
NormapMap
2017-04-06 23:20:00 +02:00
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
903a3aa5f0 a ton of bug fixes to the renderer 2017-02-16 08:55:43 -03:00
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
81d9fe44df Use property convention introduced in b085c4 (_ rather than / as separator).
Fixes #7476.
2017-01-18 18:56:27 -06:00
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
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -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
741e038671 Add a metallic mode 2017-01-02 00:01:55 -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
27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -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
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
4e69bc3bff Could not use pre multiply alpha for material in editor
- 3 was hard coded, I just changed to 4. Unfortunately this will break every time
  a blend mode is added
2016-07-17 11:09:47 -07:00
a15de80942 classref: Fix arg name for is_action_pressed/released
Also position TEXTURE_SPHERE constant properly.
2016-07-08 23:40:43 +02:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
f2183a5e09 replaced :var by :Variant in documentation, fixes #2897 2015-12-14 08:28:01 -03:00
1138103c63 Fix shader loading, making possible load .shd and .sgp from editor 2015-11-27 21:11:20 -03:00
1e36f36357 Bind missing FixedMaterial constants, fixes #2628 2015-10-19 08:03:29 -03:00
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
54ed432913 fix crash when deleting shader from material, fixes #1631 2015-04-07 22:30:36 -03:00
1d54c2dd1c added missing set_shader_param functions
also added code completion hint for shader params
2015-02-11 06:51:20 -03:00
04af74596d -fix shader param names broken issue on code completion
-fix z order issue in new 2D engine
2015-01-14 09:05:33 -03:00
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