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* Rename GI Classesreduz2021-06-051-176/+0
| | | | | | | * GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-4/+4
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* Use Array for node configuration warningsNathan Franke2021-04-111-1/+1
| | | | Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
* Initialize class variables with default values in scene/ [1/2]Rafał Mikrut2021-02-071-12/+12
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Add override keywords.Marcel Admiraal2020-07-101-5/+5
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-4/+4
| | | | Fixes #30736.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-6/+6
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Improved Voxel AO settings.Juan Linietsky2020-02-111-3/+3
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* Several fixes to GIProbesJuan Linietsky2020-02-111-0/+1
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* AO support for GIProbe (right on time for Godot Sprint!)Juan Linietsky2020-02-111-0/+8
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* GIProbe now generates a distance field on bake using CPU, for better ↵Juan Linietsky2020-02-111-1/+2
| | | | compatibility
* GIProbes working.Juan Linietsky2020-02-111-45/+33
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* add warning to GIProbe when using GLES2clayjohn2019-03-031-0/+2
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* 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!
* -Add lightmapperJuan Linietsky2017-12-141-73/+7
| | | | | | -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)
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-6/+6
| | | | Fixes #12973.
* Fix energy not affecting emissive texture in GI baker.Ferenc Arn2017-11-151-1/+1
| | | | | | Also fix emission_tex being invalid always due to wrong reference type. Fixes #10534.
* -Ability to choose operator for emission, closes #10441Juan Linietsky2017-11-151-1/+1
| | | | | -Ability to use proper operator for GI Probe, closes #10534 -Closes #12938 as it's no longer needed (thanks for the work though)
* Clean up GI Probe baking, proper button and progress bar.Juan Linietsky2017-10-301-0/+8
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Few small GI Probe fixesJuan Linietsky2017-07-291-2/+2
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* Many fixes to improve GI Probe qualityJuan Linietsky2017-07-151-0/+7
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-2/+2
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-2/+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 Verschelde2017-03-051-40/+32
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-0/+7
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* ability to adjust propagation in gi probeJuan Linietsky2017-02-061-0/+7
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* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-1/+3
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* Type renames:Juan Linietsky2017-01-111-6/+6
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-3/+3
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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()
* Some fixes and clean upsJuan Linietsky2016-12-311-0/+6
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* begin work on new particle systemreduz2016-12-301-0/+2
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* baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-231-13/+4
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* can bake for omni and spotlightJuan Linietsky2016-12-221-5/+22
| | | | store normal when baking
* work in progress global illuminationJuan Linietsky2016-12-201-0/+174