godot/servers/visual
PouleyKetchoupp 530665197f Fixed Particles restart after visibility has been set to off and on again
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.

Fixed #33476
2019-11-09 09:51:17 +01:00
..
rasterizer.cpp
rasterizer.h Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
SCsub
shader_language.cpp Prevents usage of unsupported texture shader types in GLES2 2019-11-03 13:41:15 +03:00
shader_language.h Prevents usage of unsupported texture shader types in GLES2 2019-11-03 13:41:15 +03:00
shader_types.cpp Create shadow_vec for altering shadow computation 2019-09-06 13:55:49 -03:00
shader_types.h
visual_server_canvas.cpp Correctly flip texture src region 2019-10-05 16:51:06 +02:00
visual_server_canvas.h Ensure that nested YSort preserves intermediate modulate values 2019-07-04 17:57:47 +03:00
visual_server_globals.cpp
visual_server_globals.h
visual_server_light_baker.cpp
visual_server_light_baker.h
visual_server_raster.cpp Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
visual_server_raster.h Fixed Particles restart after visibility has been set to off and on again 2019-11-09 09:51:17 +01:00
visual_server_scene.cpp Added release function to PoolVector::Access. 2019-07-06 12:04:27 +01:00
visual_server_scene.h Change "ID" to lowercase "id" 2019-05-09 06:25:32 -04:00
visual_server_viewport.cpp fix occluders positions error under canvas_layer, close #32880 2019-10-29 14:51:58 +08:00
visual_server_viewport.h Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
visual_server_wrap_mt.cpp Properly free sky and lightmap caches in multithreaded server 2019-10-13 09:31:00 -07:00
visual_server_wrap_mt.h Fixed Particles restart after visibility has been set to off and on again 2019-11-09 09:51:17 +01:00