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* Update some dead links in the codebaseMichael Alexsander Silva Dias2019-07-231-2/+2
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* Remove unnecessary code and add some error explanationsqarmin2019-07-011-30/+30
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* Add FRUSTUM camera mode, allowing tilted frustumsJFonS2019-02-191-0/+8
| | | | | | | This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+3
| | | | | | 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.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Forgot to apply oversampling to YBastiaan Olij2017-12-031-0/+1
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* Fixed Typo: 'Seperate' to 'Separate'Indah Sylvia2017-09-191-1/+1
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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-16/+13
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-071-64/+22
| | | | Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
* Dead code tells no talesRémi Verschelde2017-08-271-14/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Adding base classes and structures for ARVR supportBastiaanOlij2017-07-281-13/+111
| | | | | | Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects
* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-2/+2
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-312/+281
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-32/+32
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Fix compile errors related to audio on OSXBastiaanOlij2017-01-161-8/+8
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* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-13/+32
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* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+32
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * DOF blur, near and far fields..Juan Linietsky2016-12-101-1/+1
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| * Support for SSAOJuan Linietsky2016-12-041-0/+9
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-0/+22
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* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | 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!
* remove trailing whitespaceHubert Jarosz2016-03-091-59/+59
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* support for 2D shadow castersJuan Linietsky2015-03-021-1/+18
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* Camera FixesJuan Linietsky2014-09-151-3/+4
| | | | | | | | | | | -=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+596