Commit graph

327 commits

Author SHA1 Message Date
Juan Linietsky
640856f4d4
Merge pull request #11895 from m4nu3lf/rendering/separate_thread
Restore rendering on a separate thread
2017-11-21 14:31:14 -03:00
Marc Gilleron
17b9accd0c Implement per-instance custom bounding box
# Conflicts:
#	servers/visual/visual_server_scene.h
2017-11-20 20:54:26 +01:00
Juan Linietsky
98cb49283d Ability to change indirect light energy. 2017-11-19 21:46:00 -03:00
m4nu3lf
871c47a2bb Restore rendering on a separate thread 2017-11-18 18:35:25 +00:00
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Juan Linietsky
6277e6d40a Ability to update parts of an array, and set arrays as dynamic draw 2017-11-14 17:26:35 -03:00
BastiaanOlij
9d3f8418ca Removed add/remove interface bindings and added get_interfaces 2017-11-13 22:08:43 +11:00
Juan Linietsky
19b1ff0fc5 Disabled filter clip by default and made it optional, fixes #12368, likely others too 2017-11-10 09:22:25 -03:00
Juan Linietsky
192a4d7de5 Reworked how servers preallocate RIDs, should fix #10970 2017-11-09 23:35:34 -03:00
Juan Linietsky
fd07a283e5
Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-late
Fix viewport margins drawn after swapping buffers
2017-10-30 19:47:02 -03:00
Pedro J. Estébanez
793da07a4d Fix viewport margins drawn after swapping buffers 2017-10-30 21:20:12 +01:00
Poommetee Ketson
83f5d7e40a Refactor bufer to buffer 2017-10-28 19:15:51 +07:00
Rémi Verschelde
abea816e54 Revert "Rename Schlick GGX to GGX." 2017-10-23 07:42:36 +02:00
Juan Linietsky
b4f0f59d9f Many fixes to SSAO, should be good now. 2017-10-22 13:52:48 -03:00
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
Rémi Verschelde
6361e24f29 Cleanup unnecessary debug prints 2017-10-21 20:41:07 +02:00
Daniel J. Ramirez
d67e77e837 Fixed viewport transparent bg when clear mode is enabled. 2017-10-21 02:06:10 -05:00
Pedro J. Estébanez
7764640f22 Fix crash in shader parsing
...that would happen if incorrect syntax was found just after an opening square bracket.

Fixes #12046.
2017-10-16 21:55:42 +02:00
Hiroshi Ogawa
4501a30ce9 Fix GIProbe light visibility
- Fix https://github.com/godotengine/godot/issues/10535
2017-10-04 19:13:07 +09:00
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
Juan Linietsky
4f39ce32b9 Fixes to light shaders, should work now.. 2017-09-27 21:45:47 -03:00
Daniel Doran
d0c42da961 Discarding now works in shaders
"discard" has been added to the list of recognised keywords.

A flag specifing when discarding is allowed is now set correctly.
2017-09-24 01:37:53 -06:00
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
Ferenc Arn
a6c3147c0a Add inversesqrt to shader language. 2017-09-21 21:02:08 -04:00
Juan Linietsky
bf371dcb32 Added proximity and distance fade to SpatialMaterial 2017-09-21 15:20:28 -03:00
Rémi Verschelde
e73e00d369 Style: Apply clang-format to @reduz's changes
[ci skip]
2017-09-13 09:13:34 +02:00
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
2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
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
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
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
7eb8760477 Added support for for, break and continue. Closes #10560, closes #10661 2017-09-05 15:25:34 -03:00
Juan Linietsky
281fb4e4fb Added transmission shader parameter. 2017-09-03 10:30:37 -03:00
Poommetee Ketson
459f526119 Fix typos 'a' and 'an' 2017-09-02 21:19:06 +07:00
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
5a69a663c7 Merge pull request #10864 from Noshyaar/pr-beginning
Fix typo 'begining' to 'beginning'

[ci skip]
2017-09-01 21:29:40 +02:00
Juan Linietsky
8f30c52a37 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 2017-09-01 13:01:08 -03:00
Poommetee Ketson
69ccae3d99 Fix typo 'begining' to 'beginning' 2017-09-01 22:54:57 +07:00
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
Rémi Verschelde
6dd6e05662 Revert "Fix shader function calls being assignable" 2017-08-31 14:19:27 +02:00
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
839083789a
Fix #10723, a regression from 7a07895
Using @akien-mga's patch
2017-08-29 14:32:01 +03:00
Rémi Verschelde
9450179ff0 Disable antialiasing for CanvasItem triangle arrays
Fixes #10461 and supersedes #10645 as suggested by @bruvzg.
2017-08-28 23:37:42 +02:00
Rémi Verschelde
456bee46de Merge pull request #10676 from hpvb/speedup-_render_canvas_item_tree
Use memset to zero z_list
2017-08-28 23:08:50 +02:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
27c142a57b Use memset to zero z_list
Using gprof I found the engine spending 10 - 20% of time in the
_render_canvas_item_tree function. The function profiles as using
about 0.09ms. Swapping the loop with two memset() calls reduces
the time spent in this function a lot, and the time per call to
about 0.02ms.

Likewise the render_canvas function was using ~10% of time, replacing
the loop there dropped per-call time from 0.22ms to 0.18ms.
2017-08-27 13:48:07 +02:00