MillionOstrich
9ecde5524d
Stop particles resetting on pause.
2017-11-30 17:51:18 +00:00
Juan Linietsky
9678231b10
Changed the dynamic library open function to allow setting the path of the library to open extra libraries.
2017-11-30 10:00:55 -03:00
Rhody Lugo
a65c0939fd
disable caching for targets using helper functions
2017-11-28 23:24:12 -04:00
Rhody Lugo
a4a222d62d
use the same cache for all branches for appveyor
2017-11-28 03:23:33 -04:00
Scayze
b0fb6b1380
Added interpolation modifiers to shaderlang
2017-11-27 16:47:46 +01:00
Rémi Verschelde
90f9f123fd
Merge pull request #13317 from akien-mga/custom_user_dir
...
Allow customizing user:// path (folder in OS::get_data_path())
2017-11-26 22:25:02 +01:00
Rémi Verschelde
4a1d1cbbb4
Merge pull request #13290 from Chaosus/projectionfix
...
Fix invalid transform when skip_vertex_transform used
2017-11-26 21:31:02 +01:00
Juan Linietsky
ea70afc9b4
Merge pull request #13264 from zatherz/feature/projectsettings_limits
...
Add range to anisotropic filter level
2017-11-26 16:04:36 -03:00
Chaosus
284f8f6d91
Fixed invalid transform when skip_vertex_transform used
2017-11-26 22:02:40 +03:00
Juan Linietsky
1c3c9e017b
Merge pull request #13277 from DoctorAlpaca/master
...
Fix particle preprocessing
2017-11-26 15:59:24 -03:00
Juan Linietsky
22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
...
Onion skinning
2017-11-26 15:13:35 -03:00
Rémi Verschelde
af9c67db0c
Allow customizing user:// path (folder in OS::get_data_path())
...
This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes #13236 .
2017-11-26 19:02:32 +01:00
volzhs
b97e87480e
Fix shader compilation fail on Android
...
Error message from logcat
**ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed:
50:471: S0032: no default precision defined for parameter 'probe'
At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-27 01:15:39 +09:00
Juan Linietsky
9738ebcda0
-Fixed height fog (was broken)
...
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00
Eric Wiltfang
57845b53f3
Fix particle preprocessing. Fixes #12460 .
...
Remove an incorrect check likely left over from copying from the
normal fixed_fps update case.
Also makes sure that the preprocessing_time is always fully simulated,
rather overshooting the mark than stopping early.
2017-11-25 15:41:14 +01:00
Rémi Verschelde
d9faf6f2f4
Fix build on macOS and Android after bc2e8d99
2017-11-25 10:42:20 +01:00
Zatherz
1937fd5e07
Add range to anisotropic filter level (1 to 16 with integer steps)
2017-11-25 06:49:23 +01:00
Indah Sylvia
ac92c147c6
Completed bc2e8d99e5
so that windows can be built
2017-11-25 11:12:07 +07:00
Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
...
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Pedro J. Estébanez
3aa79fc1a3
Add ability to opt-out buffer swapping in VS::draw()
2017-11-25 02:18:28 +01:00
Ruslan Mustakov
d42c5646a5
Return and repair file logging
...
And make it configurable, too.
2017-11-21 16:43:44 +07:00
Juan Linietsky
98cb49283d
Ability to change indirect light energy.
2017-11-19 21:46:00 -03:00
Rémi Verschelde
ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
...
Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde
9fc0b23210
Merge pull request #13051 from akien-mga/check-gles3-support
...
Check whether GL context supports the expected API
2017-11-20 00:13:28 +01:00
RoyBerube
4d5a87a422
Visual Studio project creation bug fix
...
A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project.
This will only affect builds that use the 'vsproj=yes' option.
2017-11-19 13:56:48 -07:00
Rémi Verschelde
32c12a92a5
Add initial support for the XDG Base Directory spec
...
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513 .
2017-11-19 20:54:24 +01:00
Rémi Verschelde
c574be5566
Check whether GL context supports the expected API
...
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves
as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19 20:47:53 +01:00
Rémi Verschelde
9f134aa5d1
Cleanup old references to GLES2 renderer
...
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004 .
2017-11-19 17:52:18 +01:00
Rémi Verschelde
73049d115e
Rename OS::get_data_dir to OS::get_user_data_dir
...
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
2017-11-17 20:55:09 +01:00
Rémi Verschelde
0968c8d2f6
Merge pull request #12982 from tagcup/aabb_rename
...
Rename Rect3 to AABB.
2017-11-17 20:04:29 +01:00
Juan Linietsky
1feeb3e1c8
Merge pull request #12924 from vnen/light-shader
...
Enable light shaders when light variables are used
2017-11-17 16:02:34 -03:00
Ferenc Arn
d28763a4c1
Rename Rect3 to AABB.
...
Fixes #12973 .
2017-11-17 11:01:41 -05:00
andrzej.buczynski
4c0e927ccf
Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, issue #11416
2017-11-17 01:40:00 +01:00
Juan Linietsky
6277e6d40a
Ability to update parts of an array, and set arrays as dynamic draw
2017-11-14 17:26:35 -03:00
George Marques
78441b486a
Enable light shaders when light variables are used
2017-11-14 13:08:03 -02:00
Juan Linietsky
4c000a05f6
Do not enable light if atlas size is 0, closes #9335
2017-11-13 15:13:01 -03:00
Juan Linietsky
2e3a1caa06
Disable OpenGL warnings unless running with -v, closes #7171
2017-11-13 13:40:07 -03:00
Juan Linietsky
7eabbeb5af
remove half_texpixel in canvas since no longer used
2017-11-12 08:29:28 -03:00
Nathan Warden
6adaf8f47a
Fixed a bug where clamp_uv was clamping one pixel short, stretching the last pixels.
2017-11-11 07:28:48 -05:00
Rémi Verschelde
ed57f0a0d4
Remove get_default_video_mode definition on OSX/iOS
...
It had been missed in d09160a8b6
and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
2017-11-09 23:36:08 +01:00
Juan Linietsky
b279f641c0
Remove performance warnings, closes #11585
2017-11-06 21:53:15 -03:00
Marcelo Fernandez
16327bff8a
Improved WASAPI driver logic when devices are connected or disconnected
2017-10-31 13:07:35 -03:00
Ferenc Arn
6e68c86ba6
Add viewport to the other SceneData struct.
...
This was missed in #12288 .
2017-10-30 20:48:33 -04:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
...
Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Rémi Verschelde
87694d1884
Disable logging until the logs location is sorted out
...
Temporary workaround for #12277 .
2017-10-29 15:50:27 +01:00
Scayze
2c00b68175
Fix shader compiler typo gl_FrotFace
2017-10-27 15:31:24 +02:00
Ferenc Arn
a0fc641f25
Expose VIEWPORT_SIZE in shader language.
...
Fixes #11710 .
2017-10-26 15:00:28 -04:00
Rémi Verschelde
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
Ferenc Arn
fd166d6fda
Partially undo #11807 .
...
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309 .
2017-10-22 16:18:54 -04:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Rémi Verschelde
d60b774924
Merge pull request #12297 from tagcup/clearcoat_fix
...
Don't add clearcoat BRDF to specular light as-is.
2017-10-22 13:18:24 +02:00
Ferenc Arn
06fcbe0092
Don't add clearcoat BRDF to specular light as-is.
...
BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
2017-10-21 20:25:17 -04:00
Ferenc Arn
cb0bf1edea
Rename Schlick GGX to GGX.
...
Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Ferenc Arn
6890245321
Corrections to #11807 .
...
Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
2017-10-21 13:40:14 -04:00
Juan Linietsky
a2a4f9a62a
Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases
...
Fix the condition when specular light calculation is avoided (should …
2017-10-21 13:44:41 -03:00
Juan Linietsky
efe9a6ff5a
Fixed unnecesary structure copying in bugfix.
2017-10-20 16:13:48 -03:00
Hiroshi Ogawa
e7a370e170
Fix depth draw alpha prepass for shadow
2017-10-19 14:28:44 +09:00
Hiroshi Ogawa
7ee7dec5a2
Fix directional light specular
2017-10-17 15:35:22 +09:00
Rémi Verschelde
1abab7b964
Merge pull request #12060 from mutato/windows_folder_creation_fix
...
DirAccessWindows: fix wrong path given to CreateDirectoryW, fixes #12019
2017-10-15 20:22:13 +02:00
Hiroshi Ogawa
59544c74fe
Fix render mode specular schlick ggx
2017-10-14 19:32:13 +09:00
Falk Moser
93ef512422
Fixed issue #12019 , which prevented the creation of new folders on Windows platform
2017-10-13 00:34:05 +02:00
Rémi Verschelde
552384e737
Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
...
Fix viewport vflip
2017-10-12 13:38:29 +02:00
Hein-Pieter van Braam
abe47eaa63
Merge pull request #12009 from Elinvention/fork/execvp
...
Use execvp instead of execv to allow OS.execute() to search through PATH.
2017-10-12 09:54:08 +02:00
Hiroshi Ogawa
cb2e88ead6
Fix viewport vflip
2017-10-12 16:25:13 +09:00
Ferenc Arn
9324555998
Fix the condition when specular light calculation is avoided (should be roughness == 1).
...
Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
2017-10-11 17:22:44 -04:00
Rémi Verschelde
bac5de0782
Merge pull request #11966 from BastiaanOlij/stereo_sky
...
Fix issues when rendering panoramic sky in stereoscopic
2017-10-11 22:30:44 +02:00
Rémi Verschelde
37bc372194
Merge pull request #11818 from tagcup/anisotropic_ggx
...
Fix anisotropic GGX D function, and introduce and use anistropic GGX …
2017-10-11 22:20:24 +02:00
Gilles Roudiere
45c878e380
Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face
...
Fix front face definition
2017-10-11 11:02:43 +02:00
Elia Argentieri
600efa0346
Use execvp instead of execv to allow OS.execute() to search through PATH.
...
Fix #12003 .
2017-10-11 01:07:27 +02:00
Andreas Haas
dda64a3de6
Merge pull request #11959 from hi-ogawa/fix-shadow-atlas-invalidation
...
Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-10 20:57:09 +02:00
Bastiaan Olij
179f483782
Fix issues when rendering panoramic sky in stereoscopic
2017-10-10 22:51:37 +11:00
Ferenc Arn
12596cb5bc
Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.
...
Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation.
Added references.
2017-10-09 12:29:05 -04:00
Rémi Verschelde
9f26733b44
Merge pull request #11827 from hi-ogawa/fix-shader-type-error
...
Fix type error in subsurface scattering shader code
2017-10-09 12:25:46 +02:00
Rémi Verschelde
e8b9cca614
Merge pull request #11810 from marcelofg55/osx_export_improv
...
OS X export code improvements
2017-10-09 12:20:39 +02:00
Hiroshi Ogawa
1967972f6e
Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-09 09:51:10 +09:00
Hiroshi Ogawa
2c966493c5
Fix front face definition
2017-10-09 09:18:32 +09:00
Hiroshi Ogawa
8cf5f615f5
Fix type error in subsurface scattering shader code
2017-10-04 19:47:45 +09:00
Juan Linietsky
b12455cde8
Avoid failed viewport when size is too smal, fixes #9891
2017-10-03 17:36:14 -03:00
Marcelo Fernandez
4b695c3bdf
OS::execute can now read from stderr too when executing with a pipe
2017-10-03 15:09:04 -03:00
Ferenc Arn
f48b162a6b
Various clean ups and cosmetic changes in scene.glsl.
...
Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
2017-10-03 11:02:39 -04:00
Andreas Haas
132ba0ed97
Merge pull request #11568 from endragor/loggers
...
Extract logging logic
2017-10-02 23:51:26 +02:00
Andreas Haas
1e9465096d
Merge pull request #11700 from tagcup/clearcoat_fix
...
Fix clearcoat without Schlick-GGX specular.
2017-10-02 22:51:51 +02:00
Poommetee Ketson
3f4e973a60
Merge pull request #11716 from marcelofg55/coreaudio_driver
...
Merged iphone and osx audio drivers into drivers/coreaudio
2017-10-02 23:37:55 +07:00
Leon Krause
36298186f4
Merge pull request #11774 from ISylvox/fix-msvc-build
...
Fixed MSVC build issue introduced by c864b78
2017-10-02 17:06:21 +02:00
Indah Sylvia
a20ddfdb63
Fixed MSVC build issue introduced by commit c864b782c0
2017-10-02 19:10:07 +07:00
Juan Linietsky
66987d6878
missing PI division on vertex shader
2017-10-02 09:09:32 -03:00
Juan Linietsky
1b358783ce
Slight proposed fixes to PBR.
2017-10-01 21:51:11 -03:00
Juan Linietsky
c864b782c0
Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally.
2017-10-01 20:33:38 -03:00
Juan Linietsky
c9a925c4e0
Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility.
2017-10-01 19:08:49 -03:00
Juan Linietsky
99a464ceb4
Merge pull request #11694 from tagcup/lambert_normalization
...
Ensure that Lambert is energy conserving.
2017-10-01 12:18:40 -03:00
Ferenc Arn
ece18153c6
Add missing N.L factor to Burley's contribution to radiance.
2017-10-01 10:20:57 -04:00
Ferenc Arn
dfaf071ae3
Fix environmental BRDF.
2017-09-30 20:28:30 -04:00
Marcelo Fernandez
12d40fa03f
Merged iphone and osx audio drivers into drivers/coreaudio
2017-09-30 02:16:42 -03:00
Bastiaan Olij
cf56711a7e
near and far are reserved for near and far pointers in MSVR
2017-09-30 10:43:34 +10:00
Juan Linietsky
d4e20555e8
Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
2017-09-29 18:56:52 -03:00
Ferenc Arn
3e09b9b335
Fix clearcoat without Schlick-GGX specular.
...
Fixes #11698 .
2017-09-29 10:59:05 -04:00
Ferenc Arn
33c600fedc
Ensure that Lambert is energy conserving.
...
Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
2017-09-29 09:47:06 -04:00
Gilles Roudiere
2c5fa0947d
Merge pull request #11672 from tagcup/fix_oren_nayar
...
Fix Oren-Nayar diffuse.
2017-09-29 13:47:38 +02:00
Ferenc Arn
8cb67b03a9
Fix Oren-Nayar diffuse.
2017-09-28 19:26:01 -04:00
Indah Sylvia
392a94686c
Fixed typo: 'texure' to 'texture'
2017-09-29 04:40:01 +07:00
Juan Linietsky
4f39ce32b9
Fixes to light shaders, should work now..
2017-09-27 21:45:47 -03:00
Ferenc Arn
ae78413bb1
Avoid pow in Burley diffuse.
2017-09-26 22:15:38 -04:00
Elliott Sales de Andrade
45a9a680a3
Use BoolVariable for third-party options.
2017-09-25 14:36:30 -04:00
Elliott Sales de Andrade
ffab67b8da
Use BoolVariable in target/component/advanced options.
2017-09-25 14:36:02 -04:00
Ruslan Mustakov
1a2311e350
Extract logging logic
...
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
2017-09-25 16:19:21 +07:00
Juan Linietsky
81c9cfdc1b
Added light affect parameter to baked AO
2017-09-23 23:10:34 -03:00
Juan Linietsky
d3ea92257d
-Fixed redraw always on 3D viewprot bug
...
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
2017-09-23 17:28:28 -03:00
Juan Linietsky
fbabef6da3
Fixes to rim parameter in shader
2017-09-23 08:27:48 -03:00
Juan Linietsky
bf371dcb32
Added proximity and distance fade to SpatialMaterial
2017-09-21 15:20:28 -03:00
letheed
5ad9be4c24
Rename pos to position in user facing methods and variables
...
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
53bbc046ee
Merge pull request #11252 from marcelofg55/fix_noaudio_crash
...
Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Marcelo Fernandez
3528b1e571
Fix x11 exported executables not getting the +x flag
2017-09-17 14:40:58 -03:00
Rémi Verschelde
07d18a0076
Merge pull request #11276 from hpvb/fix-11270
...
Only do 'drive' discovery on X11
2017-09-17 18:44:25 +02:00
Hein-Pieter van Braam
65af96eab0
Only do 'drive' discovery on X11
...
As it turns out older versions of the Android NDK have mntent.h but not
a complete implementation. If it did work it would most likely give the
wrong results on Android anyway.
This commit enables the UNIX drive discovery only for X11
We also missed '/run/media' (default for gnome desktops) in the list of
places to look for 'drives' on Linux. Add that to the list also.
This fixes #11270
2017-09-14 23:04:30 +02:00
Wilson E. Alvarez
072e379ffe
Renamed function arguments to keep them consistent between declaration and implementation
2017-09-14 13:49:15 -04:00
Marcelo Fernandez
7a4c0ff35e
Fix crash when no audio driver is available
2017-09-13 20:54:55 -03:00
Rémi Verschelde
cc7c892bca
Merge pull request #11160 from marcelofg55/drive_funcs_x11
...
Implemented DirAccess get_drive and get_drive_count for Linux
2017-09-13 20:04:54 +02:00
Rémi Verschelde
e73e00d369
Style: Apply clang-format to @reduz's changes
...
[ci skip]
2017-09-13 09:13:34 +02:00
Marcelo Fernandez
e5f905a735
Implemented DirAccess get_drive and get_drive_count for Linux
2017-09-12 23:43:08 -03:00
Marcelo Fernandez
730d36f350
Fixed issues with surround sound on audio server
2017-09-12 15:13:28 -03:00
Rémi Verschelde
8b76199b4b
Merge pull request #10897 from themindoverall/fix_box_select
...
Fix draw_rect when width or height < 0
2017-09-12 15:36:23 +02:00
Juan Linietsky
1c5376ae59
Many fixes to visual script, changed virtuals override for a proper selector.
2017-09-12 07:58:54 -03:00
Rémi Verschelde
aabbd00284
Merge pull request #10908 from hpvb/fix-unused-variables
...
Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Rémi Verschelde
cf941fdc35
Merge pull request #11026 from hpvb/fix-assign-in-if
...
Remove assignment and declarations in if statements
2017-09-12 11:57:49 +02:00
Rémi Verschelde
2b50dc5d4f
Merge pull request #11057 from hpvb/fix-various-warnings
...
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
Rémi Verschelde
3941e01a57
Merge pull request #11041 from hpvb/fix-clang-format-error
...
Fix serveral recent new clang-format errors
[ci skip]
2017-09-12 11:16:36 +02:00
supagu
e7c5706f71
DirAccess constructor sets current_dir to an absolute path
2017-09-10 20:03:26 +09:30
Hein-Pieter van Braam
b2a38854fd
Fix unused variable warnings
...
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Hein-Pieter van Braam
8230bf0a2f
Remove assignment and declarations in if statements
...
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
2017-09-08 14:59:15 +02:00
Hein-Pieter van Braam
67a706fc1b
Fix various assorted warnings
...
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
Juan Linietsky
5ca3af3371
Ability to use a sky for reflection together with a background color.
2017-09-07 20:45:37 -03:00
Juan Linietsky
c023a132d0
Fixed orthogonal projection in all effects and post processes
2017-09-07 20:16:33 -03:00
Hein-Pieter van Braam
5e18967d77
Fix serveral recent new clang-format errors
2017-09-08 00:20:16 +02:00
Juan Linietsky
eedb39091a
Several fixes to directional shadows, closes #10926
...
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky
b19b7aebf7
Merge pull request #11027 from hpvb/fix-11022
...
Fix EOF in wav file importer
2017-09-07 07:53:56 -03:00
Juan Linietsky
8047127bc6
Force redraw when HDR auto exposure is enable in all frames, fixes #10784
2017-09-06 23:02:06 -03:00
Juan Linietsky
dd854768da
-Fix folow surface in subsurface scattering, closes #10696
...
-Fixed filter kernels of subsurface scattering so quality settings make more sense
2017-09-06 21:45:02 -03:00
Hein-Pieter van Braam
cbedb54408
Fix EOF in wav file importer
...
In #10973 I reset the state of the stream in get_pos() assuming that the
ftell failing would cause proper error checking. This is not how this
class was designed, however. This commit fixes the get_8() method to
not return unitialized data on eof, and removes the wrong error resets
added in #10973 .
This fixes #11022
2017-09-07 00:26:17 +02:00
Juan Linietsky
ddadc782ba
Fix frame selection in 2D particles, closes #10668
2017-09-06 08:31:11 -03:00
supagu
f4994e750d
Further symlink fixes
2017-09-06 18:09:27 +09:30
Juan Linietsky
e192c1a7d3
Fix directional vertex shaded light which was using normal instead of light color, closes #10608
2017-09-05 17:31:09 -03:00
Juan Linietsky
7eb8760477
Added support for for, break and continue. Closes #10560 , closes #10661
2017-09-05 15:25:34 -03:00
Rémi Verschelde
54e81c7955
Merge pull request #10990 from MednauN/unshaded-fix
...
Fix unshaded materials render
2017-09-05 15:51:35 +02:00
Evgeny Zuev
094237eca0
Fix unshaded materials render
2017-09-05 12:19:15 +07:00
Juan Linietsky
2802dced84
Automatically redraw when shaders using TIME are visible, fixes #10554
2017-09-05 00:30:39 -03:00
Juan Linietsky
e611ff5f01
Fix opaque pre pass, closes #10472
2017-09-04 20:27:45 -03:00
Rémi Verschelde
44adf75cd5
Merge pull request #10986 from hpvb/fix-unix-file-open
...
Fix UNIX file open
2017-09-05 01:18:53 +02:00
Hein-Pieter van Braam
5fed954a1b
Fix UNIX file open
...
In #10973 I refactored FileAccessUnix::_open() but I accidentally made
it impossible to create new files.
This fixes that and fixes #10984
2017-09-05 01:14:14 +02:00
Rémi Verschelde
27feafbe12
Merge pull request #10973 from hpvb/fix-file-access-unix
...
Make UNIX file access more correct
2017-09-05 00:33:20 +02:00
Rémi Verschelde
77d5013f94
Merge pull request #10974 from henkz1/gles-10963
...
Don't compare float to int
2017-09-05 00:12:43 +02:00
Rémi Verschelde
e0801111c4
Merge pull request #10883 from supagu/symlink2
...
Another take at fixing symlinks
2017-09-04 23:27:32 +02:00
Hein-Pieter van Braam
a7c2ff5c94
Make UNIX file access more correct
...
Check for errors in the POSIX recommended ways.
2017-09-04 22:23:29 +02:00
Henrik Andersson
e0a19a77e5
Don't compare float to int
2017-09-04 22:21:55 +02:00
Juan Linietsky
281fb4e4fb
Added transmission shader parameter.
2017-09-03 10:30:37 -03:00
Fabian Mathews
dccdef1327
Another take at fixing symlinks
2017-09-03 13:46:05 +09:30
Chris Serino
3d6ccda188
Fix draw_rect when width or height < 0. Fixes #10849
2017-09-02 11:58:04 -05:00
Rémi Verschelde
8e75e7311b
Merge pull request #10858 from letheed/add-shadow_filter-variant
...
add shadow_filter variant PCF7
2017-09-02 12:13:01 +02:00
Hein-Pieter van Braam
9c63ab99f0
Fix use of unitialized variables
...
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde
dac150108a
Merge pull request #10846 from hpvb/fix-sign-compare
...
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
Rémi Verschelde
3694c58d3c
Merge pull request #10775 from marcelofg55/buffersize_fixes
...
Corrections to audio buffer size calculations
2017-09-01 21:41:24 +02:00
Juan Linietsky
6fa6149517
Fix some argument ordering, closes #10010
2017-09-01 15:01:17 -03:00
Juan Linietsky
8f30c52a37
Removed ontop property, added a material rendering priority system. Fixes #9935 , closes #10135
2017-09-01 13:01:08 -03:00
Marcelo Fernandez
f231eadc9e
Corrections to audio buffer size calculations
2017-09-01 11:12:13 -03:00
Poommetee Ketson
ed606ded52
Fix files header
2017-09-01 21:07:55 +07:00
letheed
3a188015be
add shadow_filter variant PCF7
2017-09-01 15:01:24 +02:00
Hein-Pieter van Braam
f9467ec1ea
Fix signed and unsigned comparisons
...
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
51066fcde7
Merge pull request #10305 from H4kor/gles3
...
Fixes a bug in multimesh_instance_get_color
2017-08-31 08:44:22 -03:00
Rémi Verschelde
82208c1e8b
Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose
...
Implement texture UV transpose in the gles3 renderer
2017-08-31 13:17:39 +02:00
Rémi Verschelde
f1e3dec442
Merge pull request #10624 from letheed/master
...
Fix shadow filter pcf5 implemented as pcf7
2017-08-31 11:01:57 +02:00
Juan Linietsky
a1d7c496b9
Improved default directional shadow params, added bias split scale, closes #9828
2017-08-30 08:08:44 -03:00
Juan Linietsky
06d7e36898
Changed bools to uint32_t as this may be a compiler bug..
2017-08-29 15:09:59 -03:00
Juan Linietsky
e8b05ca996
-Fixed screen edge SSAO filter, fixes #9678
...
-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
Juan Linietsky
089cf8176e
removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677
2017-08-29 10:15:49 -03:00
Bojidar Marinov
92a42668f2
Implement texture UV transpose in the gles3 renderer
...
Now tilemap rotations work again \o/
2017-08-29 14:51:35 +03:00
Rémi Verschelde
9a8a0e20e5
Merge pull request #10552 from RandomShaper/improve-posix
...
Improve Mac/UNIX conformance/reliability
2017-08-29 00:07:07 +02:00
Rémi Verschelde
ddbd133097
Merge pull request #10683 from marcelofg55/rtaudio_buffer_fix
...
Fix RtAudio driver buffer_size incorrect calculation
2017-08-28 23:03:04 +02:00
Rémi Verschelde
3ce6972d2c
Merge pull request #10692 from marcelofg55/wasapi_driver
...
Added new WASAPI driver for Windows
2017-08-28 22:53:53 +02:00
Rémi Verschelde
6ef7783abb
Merge pull request #10662 from hoelzl/python3-v3
...
Make build scripts Python 3 compatible
2017-08-28 00:05:15 +02:00
Juan Linietsky
d23f323cde
-Moved script run to editor, removed from project
...
-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Matthias Hoelzl
b6e1e47e3a
Make build scripts Python3 compatible
...
- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
2017-08-27 23:05:39 +02:00
Rémi Verschelde
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
Marcelo Fernandez
8e814774b1
Added new WASAPI driver for Windows
2017-08-27 15:26:15 -03:00
Marcelo Fernandez
7e6b015769
Fix RtAudio driver buffer_size incorrect calculation
2017-08-27 10:00:35 -03:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Wilson E. Alvarez
7a07895920
Added/Fixed null pointer checks
2017-08-26 16:58:47 -04:00
Juan Linietsky
1894157c9f
-Massive clean up to gizmos
...
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
Juan Linietsky
90445aae67
Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917
2017-08-25 09:56:10 -03:00
letheed
a5d765db4f
fix shadow filter pcf5 implemented as pcf7
2017-08-25 02:34:28 +02:00
Hein-Pieter van Braam
cacced7e50
Convert Object::cast_to() to the static version
...
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Pedro J. Estébanez
d806ad4a3d
Implement custom thread numbering for POSIX
...
For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage.
Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
2017-08-24 07:02:55 +02:00
Pedro J. Estébanez
a560a62118
Make OS::delay_usec() more reliable on UNIX
...
Implemented with `nanosleep()`. `usleep()` is deprecated.
Also loops to ensure that __at least__ the requested time is waited, accounting for spurious interruptions.
May help in situations like reattempting to connect to the debugger.
2017-08-24 07:02:55 +02:00
Gilles Roudiere
591a892c2e
fix ssao issue with intel hd**** hardwares
2017-08-23 00:10:37 +02:00
Juan Linietsky
294e912a84
Fade last cascade in directional shadow, closes #9779
2017-08-22 12:17:20 -03:00
Juan Linietsky
e54c4028ef
Invalid materials or shaders will now interrupt the next chain in materials, closes #9570
2017-08-22 11:23:40 -03:00
Rémi Verschelde
411f0755a8
Fix Reindhart tonemapping, invalid type in signature
...
Fixes #10533 .
2017-08-22 08:06:54 +02:00
Juan Linietsky
00a26f512c
Several fixes to subsurface scattering. Closes #9530
2017-08-21 21:38:01 -03:00
Rémi Verschelde
df590fc2d3
Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments
...
Removed unnecessary assignments
2017-08-22 00:58:12 +02:00
Rémi Verschelde
e9c43cecbf
Merge pull request #10433 from djrm/pr_svg_support
...
SVG support
2017-08-21 23:49:07 +02:00
Juan Linietsky
247c2f7be3
Revert "Reworked change_dir to support symlinks"
2017-08-21 18:06:01 -03:00
Wilson E. Alvarez
738d2ab969
Removed unnecessary assignments
2017-08-21 15:15:55 -04:00
Juan Linietsky
0bdbe370bf
Implemented missing opaque prepass render mode, fixes #9452
2017-08-20 21:26:15 -03:00
Daniel J. Ramirez
da8fecf25e
Added support for SVG
2017-08-20 13:53:02 -05:00
Juan Linietsky
831e21e89b
Properly initialize color hinted vec4 uniforms to 0,0,0,1 fixes #9354
2017-08-20 12:35:43 -03:00
Juan Linietsky
7e5890d23d
-Fix all shadow and culling related issues, fixes #9330
2017-08-19 20:07:21 -03:00
Juan Linietsky
8fc6bb8f77
Added polygon antialiasing, but it does not work on nvidia. Will have to try something else..
2017-08-19 13:14:38 -03:00
Rémi Verschelde
1a92906b68
Merge pull request #10406 from marcelofg55/closest_power_of_2
...
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-18 08:12:56 +02:00
Marcelo Fernandez
eab850524e
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-17 19:51:13 -03:00
Juan Linietsky
3a4ff3402d
Oops, fixed wrong color masking problem. Closes #10149
2017-08-17 18:33:59 -03:00
Rémi Verschelde
22d21ebef0
Merge pull request #8144 from supagu/symlink
...
Reworked change_dir to support symlinks
2017-08-17 11:50:21 +02:00
Bojidar Marinov
995fca44b2
Fix particles emitting when emitting is set to false in scene
...
Caused by #10297 calling particles_restart() on the same frame as the one set_emitting(false) is called. The rasterizer would wait a frame, and then set emitting back to true.
2017-08-16 23:38:36 +03:00
TwistedTwigleg
00f6c85928
Synchronize parameter names in definition and declaration
...
Fixes #10244 .
2017-08-16 17:22:23 +02:00
Rémi Verschelde
f2764dd15d
Merge pull request #10343 from Faless/html5_fixes_2
...
Use precision for samples only when #version 300 es
2017-08-16 17:09:57 +02:00
Fabio Alessandrelli
2d48f4ecf1
Use precision for samples only when #version 300 es
...
Fix #10332
2017-08-16 15:04:21 +02:00
Wilson E. Alvarez
21d281c4a9
Use const reference where favorable
2017-08-14 13:28:06 -04:00
Niko Abeler
5d2b059d46
fixed multimesh_instance_get_color
2017-08-12 16:17:53 +02:00
Fabio Alessandrelli
9b9a723c77
Some fixes for shaders and WebGL2
...
Add padding to UBO data to be multiple of 16 bytes
Add precision definition for samplers
Replace texture2D (deprecated) with texture in shaders
2017-08-11 23:26:24 +02:00
Fabio Alessandrelli
f863c0ca14
Explicitily unsed AI_NUMERICHOST flag to fix HTML5
2017-08-11 19:39:36 +02:00
Juan Linietsky
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
Juan Linietsky
144226af51
sorry, leftover bug fixed
2017-08-08 08:31:34 -03:00
Juan Linietsky
78177483b5
-Made visual server time affected by global time scale, closes #5583
...
-Restored time rollover in visual server
2017-08-08 08:25:35 -03:00
Juan Linietsky
539fbad919
Restored black bars and custom images instead of black bars, closes #1571
2017-08-07 18:09:13 -03:00
Thomas Herzog
5f48c3cc07
Merge pull request #10055 from henkz1/immediate
...
Fix ImmediateGeometry
2017-08-07 23:09:01 +02:00
Rémi Verschelde
3121b3a4f4
Merge pull request #10141 from ISylvox/lower_case_godot_api
...
Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00
bruvzg
839cb018b2
Re-revert #378b1e6 for s3tc
2017-08-07 14:59:14 +03:00
Indah Sylvia
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
bruvzg
20c90186be
Revert #378b1e6 for s3tc
2017-08-07 12:35:54 +03:00
Rémi Verschelde
2bb8ab7b89
Merge pull request #10045 from marcelofg55/audioserver_finish
...
Fix double finalisation of audio drivers
2017-08-07 11:11:03 +02:00
Juan Linietsky
378b1e6cf0
RGTC and S3TC are now always enabled on desktop, given the spect dictates they should be. Fixes #9267 , Fixes #9939
2017-08-06 22:22:42 -03:00
Juan Linietsky
2ea64d2dc1
Use vertex distance instead of z, fixes #9108
2017-08-06 21:57:40 -03:00
Henrik Andersson
ca497df2d3
Fix rendering of ImmediateGeometry with UVs
...
When using set_uv or any attrib except vertex, the geometry broke.
2017-08-03 05:06:06 +02:00
Henrik Andersson
fdc421836f
Make it possible to render ImmediateGeometry
...
Geometry for ImmediateGeometry was never added inside _fill_render_list.
2017-08-03 04:04:11 +02:00
Marcelo Fernandez
1ca107a057
Fix double finalisation of audio drivers
2017-08-02 11:45:19 -03:00
Indah Sylvia
690ceeb17a
remove meaningless print line from editor console
2017-08-02 13:27:01 +07:00
Juan Linietsky
b276d92c8a
Few small GI Probe fixes
2017-07-29 00:04:29 -03:00
bruvzg
1a03cd537f
Add missing max. number of samples (MSAA) check
2017-07-27 17:56:43 +03:00
Karroffel
135c2112ad
added an optional parameter to OS symbol lookup
...
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
2017-07-27 11:13:21 +02:00
Poommetee Ketson
0154098531
Fix various property not found errors
2017-07-26 20:03:13 +07:00
Juan Linietsky
f5277e347d
Fixes to glow and auto exposure, closes #9797 , closes #9106
2017-07-26 00:40:32 -03:00
Juan Linietsky
e15a0c5243
Merge pull request #9712 from BastiaanOlij/fix_checking_framebuffer
...
add missing framebuffer check
2017-07-24 18:37:14 -03:00
Evgeny Zuev
4ed6e4a70e
Fix switching SRGB extension happen before binding of texture
...
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed
before the call of `glBindTexture`, which caused modification of previously
bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-24 18:25:55 +07:00
Rémi Verschelde
38c471bef6
Merge pull request #9765 from Noshyaar/pr-clang
...
Clang-formatting *.cpp and *.h (some files excluded)
2017-07-23 13:16:48 +02:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
Poommetee Ketson
c7c65ca6ba
Clang-formatting *.cpp and *.h (some files excluded)
2017-07-22 18:14:08 +07:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
...
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
BastiaanOlij
8513bbdb8b
add missing framebuffer check
2017-07-20 00:04:19 +10:00
Juan Linietsky
bbada82f80
-Reorganized all properties of project settings (Sorry, Again).
...
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
David Carlier
df87ad14d0
get_executable_path slight change to make it work under OpenBSD
2017-07-16 10:53:51 +01:00
Juan Linietsky
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -03:00
Juan Linietsky
5dd7c3b6ab
Fix to make voxel cone tracing work properly again
2017-07-15 20:02:56 -03:00
Juan Linietsky
741145febd
-Fix for multiple reflection probes causing issues.
...
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00
Juan Linietsky
2e73be99d8
Lots of work on Audio & Physics engine:
...
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde
d23fc16b2d
Merge pull request #9564 from Noshyaar/pr-threshold
...
Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
Juan Linietsky
e577c5b070
Some adjustments to toon material to make it more flexible
...
Ability to also disable specular
2017-07-08 14:01:56 -03:00
Juan Linietsky
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
Poommetee Ketson
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
Juan Linietsky
84de71872f
-Added triplanar mapping modes
...
-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky
1a857c5149
Fixed bug regarding to strange black shapes appearing in ice from material tester demo
2017-07-05 22:36:13 -03:00
Juan Linietsky
12a8fedfe6
Some changes to dual paraboloid envmap generation, fixes somme bleeding
2017-07-05 19:39:45 -03:00
Juan Linietsky
7263137dba
Implemented environment arrays for skybox reflection and roughness, quality increase is enormous.
2017-07-04 23:53:08 -03:00
Juan Linietsky
2a3e00c8c7
-Many fixes to VisualScript, fixed property names, etc.
...
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Robert Hernandez
ffe8f8ca21
Fixed NinePatches not working on HTML5
2017-06-28 19:17:59 -04:00
Juan Linietsky
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
...
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
83ae9a5e28
Ability to restart particle system with a function call
2017-06-25 08:01:50 -03:00
Poommetee Ketson
e3998528e0
BuildSystem: generated files have .gen.extension
2017-06-25 07:55:01 +07:00
Juan Linietsky
0cac32910a
-Restored support for Canvas BG mode on Environment
...
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
8ef1c41a4e
Small fixes required to get platformer to work.
...
Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
f27d2a3355
-Moved NinePatch to shader, saves a ton of draw calls rendering UI
...
-Implemented missing stretch modes, now tile and tile fit work
2017-06-21 23:37:25 -03:00
Juan Linietsky
95560e02c5
2D GPU Particles working..
2017-06-21 16:26:26 -03:00
Juan Linietsky
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
Juan Linietsky
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
Juan Linietsky
9757fc354c
Fix transparent background rendering, closes #8703
...
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Juan Linietsky
e11fae0bbf
Particles properly update the shadow maps, closes #8815
2017-06-17 07:32:49 -03:00
Juan Linietsky
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
...
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Juan Linietsky
80929d36be
TIME constant reverted to a single float, fixes #9123
2017-06-16 08:30:21 -03:00
Juan Linietsky
5d02b948a9
Cleaned up Screen Space Reflections, closes #8119
2017-06-16 08:30:21 -03:00
Juan Linietsky
29cfc365aa
Fixes to SSR, WIP.
2017-06-16 08:30:21 -03:00
Marc Gilleron
4dbe0967d5
Fixed memory leaks
...
- PoolVector leak
- mesh_remove_surface leak
2017-06-16 02:39:16 +02:00
Juan Linietsky
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
Juan Linietsky
47b34bf79b
Remove error spam on Intel, closes #8665
2017-06-15 09:02:34 -03:00
Juan Linietsky
f8bd488457
Merge pull request #9109 from RandomShaper/optimize-2d-lighting
...
Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez
93ffd9023f
Add AT_LIGHT_PASS builtin to canvas shaders
...
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Juan Linietsky
2b62872547
Fix _draw_polygon colors and uvs
2017-06-14 18:43:57 -03:00
Juan Linietsky
462d8ceb46
Fixed several bugs with directional light, and changed defaults to be more sensible.
2017-06-14 17:06:36 -03:00
Juan Linietsky
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
...
-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Juan Linietsky
95c248e24f
Remove default shadow bias of 0.1 for spot and omni light, fixes #8654
2017-06-13 00:07:05 -03:00
Juan Linietsky
ea6cb22329
Merge pull request #8835 from ippan/particles_shader_index
...
add index to particles glsl
2017-06-12 23:33:41 -03:00
Juan Linietsky
fc04e0b1f2
Fix bug breaking shader when skeleton+tangents were used, closes #8673
2017-06-12 19:54:35 -03:00
Juan Linietsky
831860695c
Fix empty shader related crash, closes #8314
2017-06-12 19:23:37 -03:00
Juan Linietsky
41c3ca358e
Fixed _draw_polygon, should help fix other bugs..
2017-06-12 18:56:16 -03:00
Juan Linietsky
61c82f4356
Restored everything related to information polling, and added information box for viewport.
2017-06-11 18:13:04 -03:00
Juan Linietsky
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
Pedro J. Estébanez
4d90750729
Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size
2017-06-09 21:17:47 +02:00
alexholly
935f730170
renamed all Rect3.pos to Rect3.position
2017-06-09 15:54:02 +02:00
Juan Linietsky
612ab8fcdb
-Restored multithread capability to VisualServer
...
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
5bf810b5db
-Added proper access to depth texture from shader
...
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky
840ac8c018
Fog is complete!
2017-06-07 08:38:21 -03:00
Juan Linietsky
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
Rémi Verschelde
f8d7670e82
Merge pull request #9038 from AlexHolly/rect2-rename-pos
...
renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Juan Linietsky
5aa66d03d8
Added depth texture support (using parallax) to default material.
2017-06-04 20:35:45 -03:00