Commit graph

481 commits

Author SHA1 Message Date
Rémi Verschelde
72d3c474b0
Merge pull request #15170 from ibrahn/fix-particle-leak
RasterizerStorageGLES3, delete particle objects freed by RID
2018-01-04 01:07:54 +01:00
Juan Linietsky
474523d409
Revert "Add missing image format RGB10A2. Fixes #14964" 2018-01-03 16:43:07 -03:00
Ibrahn Sahir
75c624e119 RasterizerStorageGLES3, delete particle objects freed by RID
fixes #15151
2018-01-03 15:52:47 +00:00
Rémi Verschelde
6d812ad27f
Merge pull request #15051 from binbitten/bug-fixes
Add missing image format RGB10A2. Fixes #14964
2018-01-03 10:17:48 +01:00
Juan Linietsky
2c226e4edf Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR. 2018-01-02 18:45:00 -03:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Noshyaar
5c636875e4
Merge pull request #14971 from mrcdk/particles_emitting
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-27 10:45:36 +07:00
Juan Linietsky
c858dbdc4e Fixed proper texture binding for sprite material, fixes #13987 2017-12-26 15:56:18 -03:00
Juan Linietsky
c54927a127 Property apply shader parameters, even when materials are being reused, fixes #14012 2017-12-26 15:13:00 -03:00
Juan Linietsky
b411029e31
Merge pull request #14796 from AlmightyScientist/issue-14552
Shader Language: Fix Vertex Lighting artifacts.
2017-12-26 12:46:48 -03:00
Juan Linietsky
2b31155baa Fix sidedness check in material. Also remove SIDE built-in. 2017-12-26 11:09:52 -03:00
binbitten
267bad6b4c Add missing image format RGB10A2. Fixes #14964 2017-12-25 21:01:01 +01:00
MrCdK
1f609b7a82 Set particles emitting to false when particles finish emitting with one-shot enabled 2017-12-23 05:23:41 +01:00
Juan Linietsky
7d0cabe9d3 Change skeleton processing to work on global coordinates, should help fix many import problems from Blender, GLTF2, etc. 2017-12-21 17:36:39 -03:00
Juan Linietsky
3ca06e1184 Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805 2017-12-19 15:26:18 -03:00
Guilherme Silva
ffe827ab5a Fix pixel snap not being used in 3.0 2017-12-19 15:18:07 -02:00
Enzo Nocera
6c25eabbc5 Shader Language: Fix Vertex Lighting artifacts.
- When using Direction Lighting along with Vertex Lighting,
  putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear.
  (#14552)

Fixes #14552.
2017-12-18 09:15:28 +01:00
Rémi Verschelde
aefa23eac1
Merge pull request #14794 from endragor/remove-debug-logs
Remove debug logs that are of no use to end users
2017-12-18 07:40:01 +01:00
Ruslan Mustakov
ec31c4f380 Remove debug logs that are of no use to end users 2017-12-18 13:37:37 +07:00
Rémi Verschelde
8f25a2dc11 Cleanup some #if 0'd code 2017-12-17 15:40:24 +01:00
Hein-Pieter van Braam
34991af553 Don't glBindTexture() on viewports without effects
@reduz said there was another place that needed to be checked for a
similar issue but I have to admit I didn't understand.

This fixes #13337
2017-12-16 23:38:02 +01:00
Juan Linietsky
a9ddc8f7cf
Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangely
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-16 08:59:27 -03:00
Arnaud PEZEL
6f114c50a7 Fixes built-In "LIGHT" causing fragment compilation error
Add a rename for shader LIGHT built-in, Fix bug #14537
2017-12-14 14:58:13 +01:00
Juan Linietsky
f3ad14224e -Add lightmapper
-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)
2017-12-14 09:01:27 -03:00
Przemyslaw Czarnota
08c8d46593 Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool 2017-12-13 07:45:24 +01:00
Rémi Verschelde
663f7e6a61 Fix usage of signed type in skeleton shader
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used.
Fixes #12804.
2017-12-10 13:58:36 +01:00
Rémi Verschelde
028f959fb1 PropertyEditor: Filter out resource_local_to_scene
This lets the empty "Global" category disappear again.
Also silence a debug print.
2017-12-10 00:18:10 +01:00
Juan Linietsky
65fb961b8b -Ability to and unwrap lightmap coordinates on import
-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09 14:18:14 -03:00
Rémi Verschelde
ccef401700
Merge pull request #13341 from scayze/interp_v2
Added interpolation qualifiers to shaderlang
2017-12-09 18:12:14 +01:00
Rémi Verschelde
4d6f8f89ed
Merge pull request #13424 from MillionOstrich/particles-pause-fix
Stop particles resetting on pause.
2017-12-09 16:37:02 +01:00
Juan Linietsky
8c78ccb027 After a lot of trial and error, i think rim lighting implementation is now perfect, closes #13986 2017-12-08 11:09:03 -03:00
Juan Linietsky
8717afbfe1 Added small bit of bias depending on lenght for contact shadows, fixes #12726 2017-12-07 16:19:35 -03:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde
d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Juan Linietsky
e8494f7ab7 Fixed rim lighting glitch, closes #13340, closes #13986 2017-12-06 14:30:49 -03:00
Unknown
fd1b94e307 Improve slang, especially in user-visible parts 2017-12-05 15:41:38 +01:00
Juan Linietsky
d438ac0aed -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Rémi Verschelde
9b9fcb1977 Disable invariant gl_Position to workaround Mesa bug 100316
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-03 15:05:39 +01:00
Juan Linietsky
d8953fe737 small fix so shadows dont need to use a separate material for world vertex coords (more perf) 2017-12-01 08:55:21 -03:00
Juan Linietsky
0243803117 Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar. 2017-12-01 08:45:36 -03:00
MillionOstrich
9ecde5524d Stop particles resetting on pause. 2017-11-30 17:51:18 +00:00
Scayze
b0fb6b1380 Added interpolation modifiers to shaderlang 2017-11-27 16:47:46 +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
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
Zatherz
1937fd5e07 Add range to anisotropic filter level (1 to 16 with integer steps) 2017-11-25 06:49:23 +01:00
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
Juan Linietsky
98cb49283d Ability to change indirect light energy. 2017-11-19 21:46:00 -03:00
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
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
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
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
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
Hiroshi Ogawa
59544c74fe Fix render mode specular schlick ggx 2017-10-14 19:32:13 +09:00
Rémi Verschelde
552384e737 Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
Fix viewport vflip
2017-10-12 13:38:29 +02:00
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
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
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
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
1e9465096d Merge pull request #11700 from tagcup/clearcoat_fix
Fix clearcoat without Schlick-GGX specular.
2017-10-02 22:51:51 +02:00
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
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
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
Wilson E. Alvarez
072e379ffe Renamed function arguments to keep them consistent between declaration and implementation 2017-09-14 13:49:15 -04:00
Rémi Verschelde
e73e00d369 Style: Apply clang-format to @reduz's changes
[ci skip]
2017-09-13 09:13:34 +02:00
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
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
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
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
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
Juan Linietsky
ddadc782ba Fix frame selection in 2D particles, closes #10668 2017-09-06 08:31:11 -03:00
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
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
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
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
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00