Rémi Verschelde
4942e96897
Merge pull request #27527 from BastiaanOlij/render_ext_target
...
Add option to have viewport render into supplied texture (VR)
2019-04-07 11:11:50 +02:00
Rémi Verschelde
35f06eb437
Merge pull request #25630 from BastiaanOlij/arvr_positional_mesh
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Added a mesh interface to the arvr positional trackers
2019-04-07 11:09:21 +02:00
Rémi Verschelde
3b697ce8d5
Merge pull request #26486 from marxin/fix-Wdeprecated-copy
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Fix new GCC 9 warnings: -Wdeprecated-copy.
2019-04-06 18:21:18 +02:00
Rémi Verschelde
2db0613fb0
Merge pull request #25624 from nekomatata/texture-rect-flip
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Add ability to flip TextureRect horizontally or vertically
2019-04-06 13:15:01 +02:00
Bastiaan Olij
8349d4fbd9
Add option to have viewport render into supplied texture
2019-04-06 08:24:58 +11:00
lupoDharkael
650b698f51
Allow default audio bus layout modification
2019-04-05 17:19:25 +02:00
Juan Linietsky
19a6a6286a
Ability to make CanvasLayers have pseudo 3D depth.
2019-04-05 10:25:51 -03:00
PouleyKetchoupp
8b84638322
Add ability to flip TextureRect horizontally or vertically
2019-04-03 13:05:29 +02:00
Tomasz Chabora
fc8ad59af3
Make angular_damp of new Area nodes match the global default
2019-04-01 21:42:06 +02:00
ShyRed
96093778ed
Remove hardcoded joint bias
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Use user provided bias instead of hardcoded bias.
2019-03-27 19:21:07 +01:00
Daniel Rakos
6dd65c0d67
KinematicBody performance and quality improvements
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With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.
List of fixes and improvements:
- Fixed a general bug in move_and_slide that affects both GodotPhysics and
Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
is disabled. Not sure where that came from, but looking at the 2D physics
code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
tests against individual shapes of compound shapes. This is crucial to get
good performance with Gridmaps and in general improves the performance
whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
module for KinematicBodies to also do broadphase on the sub-shapes of
compound collision shapes. This is possible thanks to the dynamic AABB
tree that was previously disabled and it's the change that provides the
biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
was completely broken previously, overwriting previous results and similar
non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
not respected at all, and the KinematicBody code for ray separation was
complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
used in the ray result array.
There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").
Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
2019-03-27 00:39:47 +01:00
Windy Darian
ff318d91ee
Fix bone aabb calculation, which caused a skeletal mesh culling issue
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There was a bug that could result in most bone aabb boxes ending up with
tiny size upon import and mess up with culling of skeletal meshes. This
fixes it.
2019-03-14 00:35:53 -04:00
Rémi Verschelde
6c2283b2d4
Merge pull request #26660 from marxin/fix-25639-audio-negative-shift
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Fix #25639 by not shifting a negative value.
2019-03-05 23:10:02 +01:00
marxin
c24f53d4f6
Fix #25639 by not shifting a negative value.
2019-03-05 21:32:18 +01:00
marxin
0e781aeacb
Fix #25641 by not shifting a negative value.
2019-03-05 21:18:46 +01:00
Rémi Verschelde
453d239a69
Merge pull request #26532 from aqnuep/texture_array_fixes
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Fixed TextureArray and Texture3D issues
2019-03-04 15:09:11 +01:00
Juan Linietsky
34dd772054
Properly redraw if something animated is visible
2019-03-03 13:43:54 -03:00
Daniel Rakos
582f62c2b2
Fixed TextureArray and Texture3D issues
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- Texture arrays and 3D textures weren't working previously due to an
incorrect number of calls to glTexImage3D with incorrect level parameters.
This change fixes that.
- Fixed the incorrect calculation of the byte size of layered textures.
- Added the layer count to the debugger info when viewing video memory usage.
2019-03-03 16:40:48 +01:00
Juan Linietsky
2f32a75d2e
Skeletons can now choose between using local or world coords for processing, fixes #26468
2019-03-03 12:24:00 -03:00
Rémi Verschelde
467f18b738
Fix style issues from recent commits
2019-03-03 12:45:20 +01:00
Rémi Verschelde
56520d7bd6
Merge pull request #26505 from marcelofg55/input_buffer_crashfix
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Fix possible crash on AudioDriver::input_buffer_write
2019-03-02 23:51:24 +01:00
Marcelo Fernandez
f529649cec
Fix possible crash on AudioDriver::input_buffer_write
2019-03-02 19:41:45 -03:00
Juan Linietsky
1b8f56c099
Clean up and fix some situations where triangulation may fail, closes #26366
2019-03-02 12:04:24 -03:00
marxin
6be77da7eb
Fix new GCC 9 warnings: -Wdeprecated-copy.
2019-03-02 14:37:02 +01:00
Juan Linietsky
b84b015225
Make query checks less agressive, fixes #24694
2019-03-02 08:48:47 -03:00
Juan Linietsky
3f681b0681
Clean up blend shape support in GLES2 and GLES3.
2019-03-01 16:01:44 -03:00
Marcelo Fernandez
f04bff349b
Fix possible crash when AudioDriver::capture_start fails
2019-03-01 09:33:15 -03:00
Rémi Verschelde
09a541edd0
Merge pull request #26287 from JFonS/fix_25992
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Use item_shadow_mask for LightOccluder2D culling
2019-02-27 21:28:31 +01:00
Rémi Verschelde
426a6fdc17
Merge pull request #26134 from marxin/fix-Wsign-compare
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Fix -Wsign-compare warnings.
2019-02-27 09:22:47 +01:00
marxin
e5f665c718
Fix -Wsign-compare warnings.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
Juan Linietsky
ffb9f342a5
Ensure implicit conversions for scalar constants work in shaders, closes #26239
2019-02-26 23:21:37 -03:00
Juan Linietsky
f669ebeeaf
-Properly handle missing ETC support on export
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
Juan Linietsky
5eeb06ffd1
-Remove harcoded opengl extension testing from OS, ask rasterizer instead.
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-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
JFonS
1c3a1165e5
Use item_shadow_mask for LightOccluder2D culling
2019-02-25 22:58:14 +01:00
Juan Linietsky
fd68bb2596
-Treat scalar conversions when calling functions as error, closes #24261
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-Make shader editor display errors if exist when just opening it
-Make ShaderMaterial not lose parameters if opened in error.
2019-02-23 17:55:09 -03:00
Rémi Verschelde
24097811e4
Fix invalid change from CLAMP to MAX in #26099
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CLAMP limits the value between the two bounds, so for unsigned ints
it should be replaced by MIN(val, max), not MAX.
The issue in voxel_light_baker.cpp was fixed in 4f697f7
.
Fixes #26170 .
2019-02-23 12:08:21 +01:00
Rémi Verschelde
726f31e992
Merge pull request #26132 from marxin/fix-Wignored-qualifiers
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Fix warnings seen with -Wignored-qualifiers.
2019-02-22 09:55:27 +01:00
Rémi Verschelde
60fe9321ac
Merge pull request #26099 from marxin/fix-Wtype-limits-warnings
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Fix all -Wtype-limits warnings.
2019-02-22 09:44:59 +01:00
Juan Linietsky
87b303aa95
Fixed bugs in test body motion and removed unnecesary test in move_and_slide. Fixes #25968
2019-02-21 17:21:36 -03:00
marxin
c11e7ffd0e
Fix warnings seen with -Wignored-qualifiers.
2019-02-21 20:24:29 +01:00
marxin
7de7f0ef17
Fix all -Wtype-limits warnings.
2019-02-21 19:34:35 +01:00
Rémi Verschelde
cac1a93d1b
Merge pull request #26103 from nekomatata/area2d-rectangle-collision-fix
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Fixed Area2d input events ignoring the top and left edge of rectangle shape
2019-02-21 14:39:26 +01:00
PouleyKetchoupp
edcfe41bd5
Area2d rectangle collision check doesn't ignore the first pixel row and column ( fix #25462 )
2019-02-21 00:34:57 +01:00
marxin
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
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Fixes #25316 .
2019-02-20 19:44:12 +01:00
JFonS
54b95b6c5a
Add FRUSTUM camera mode, allowing tilted frustums
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This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.
This work was kindly sponsored by IMVU.
2019-02-19 17:48:08 +01:00
JFonS
964338b06b
Fix update of canvas AABB with update_when_visible
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Ensure the AABB of canvas items is always updated when
`update_when_visible` is enabled.
2019-02-17 20:28:00 +01:00
Juan Linietsky
81e15358c0
Skip disabled shape when getting rest info. Fixes #25941
2019-02-16 16:32:30 -03:00
Juan Linietsky
6d4eaebe1e
Support multiple ray shapes in kinematicbody, fixes #25050
2019-02-16 16:15:22 -03:00
Juan Linietsky
ee464f56c4
Add a minimum treshold for acquiring rest contacts to avoid numerical precision issues. Fixes #25074
2019-02-16 13:45:01 -03:00
Juan Linietsky
f439b786ea
Allow kinematic bodies without shapes to still move, fixes #24775
2019-02-16 11:06:44 -03:00
Juan Linietsky
2e6c98058f
Make ray shapes not work with OWC. They don't make practical sense together. Closes #25532
2019-02-16 10:07:27 -03:00
Rémi Verschelde
5fc86026ca
Fix typos with codespell
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Rémi Verschelde
75dae1b9a9
Drivers, main, servers: Ensure classes match their header filename
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Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
(same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-02-12 14:39:47 +01:00
Rémi Verschelde
b7cc2bb1e2
Core: Ensure classes match their header filename
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Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Juan Linietsky
cb09abdbbd
Fixed OWC for rigid bodies, closes #25732
2019-02-12 08:40:18 -03:00
Rémi Verschelde
13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
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Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Aaron Franke
3f837d5cc5
[Core] Rename Matrix3 file to Basis
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The code already referred to "Basis", it's just the file name that was different for some reason.
2019-02-09 14:42:23 -05:00
Bastiaan Olij
005fb62284
Added a mesh interface to the arvr positional trackers
2019-02-06 21:03:43 +11:00
Hein-Pieter van Braam
d308eb091a
Fix many asan and ubsan reported issues
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This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Rémi Verschelde
5876c3f089
Revert " Deprecated Godot 3D physics engine"
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This reverts commit 5de5a4140b
.
@reduz still intends to rework it in the future, and it's convenient to
test if issues are specific to Bullet or not, so we keep it around for
the time being.
2019-01-28 16:51:03 +01:00
Rémi Verschelde
d0f289b0d9
Merge pull request #25314 from marxin/fix-24417-class-memaccess
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Fix class memaccess
2019-01-27 21:32:26 +01:00
Juan Linietsky
0c60d4c682
Properly get proxy texture size for canvas light, fixes #17067
2019-01-27 16:57:05 -03:00
Juan Linietsky
1253b9c038
Add a check to help find transforms that are passes invalid.
2019-01-26 19:10:11 -03:00
Rémi Verschelde
433b8ee526
doc: Sync classref with current source
2019-01-26 22:21:53 +01:00
Juan Linietsky
a1157e8c5f
Add "Apple" to the list of GPU vendors where depth prepass is disabled.
2019-01-25 11:48:28 -03:00
marxin
3e4dab5386
Use placement new in visual_server_scene.cpp ( #24417 ).
2019-01-25 12:41:55 +01:00
Juan Linietsky
46af4b0a4b
Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132
2019-01-22 10:05:23 -03:00
Rémi Verschelde
769341e180
Cleanup after @reduz :)
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Fixes #25172 .
2019-01-21 11:12:55 +01:00
Juan Linietsky
d8b702b566
-Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
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-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
Juan Linietsky
7478f468b2
Fixes to 2D lights, closes #24750
2019-01-17 10:40:36 -03:00
Rémi Verschelde
7d46dbb553
Merge pull request #24826 from bojidar-bg/24755-fix-ysort-bug
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Fix a nested ysort invalid memory read again
2019-01-09 14:15:06 +01:00
Bojidar Marinov
d1406bfeb4
Fix a nested ysort invalid memory read again
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Fixes #24755
2019-01-09 14:22:54 +02:00
Rémi Verschelde
a15620c83e
doc: Fix wrong references found by Sphinx and new makerst.py
2019-01-07 12:15:01 +01:00
Rémi Verschelde
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
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Override GL_position
2019-01-04 15:40:05 +01:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij
c1a53d8b06
Always treat exponent as float
2018-12-30 13:10:58 +01:00
Bastiaan Olij
9f266cf7e5
Override GL_position
2018-12-29 23:56:50 +11:00
hedin
1dfdd6834e
fixes crash when Body2DSW doesn't have space
2018-12-27 19:29:47 +02:00
Rémi Verschelde
2e39e38c10
doc: Sync classref with current source
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Fix various code formatting issues and argument names.
2018-12-27 11:10:18 +01:00
DiogoASTeixeira
13e8b5ed8f
Added UV and UV2 to shader function light() built-in
2018-12-19 20:22:52 +00:00
Bastiaan Olij
f3dd3c0830
Adding option to re-orient our sky
2018-12-15 19:41:34 +11:00
Rémi Verschelde
4148eed943
Merge pull request #24324 from volzhs/access-mic
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Request mic access only when is needed
2018-12-14 08:57:22 +01:00
volzhs
7d387dc63f
Request mic access only when is needed
2018-12-14 06:40:13 +09:00
Rémi Verschelde
016092181c
Merge pull request #22910 from marcelofg55/nothreads_rec
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Fix AudioEffectRecord not working without thread support
2018-12-13 21:11:02 +01:00
Marcelo Fernandez
7da55fb739
Fix AudioEffectRecord not working without thread support
2018-12-12 21:44:11 -03:00
Rémi Verschelde
c7cef29b00
Merge pull request #24218 from staddy/master
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Disabled CollisionShape2D is not processed now
2018-12-12 16:39:45 +01:00
Stanislav
9edf98e841
Disabled CollisionShape and CollisionShape2D are not processed now
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Fixes #24183
2018-12-12 17:48:35 +03:00
Rémi Verschelde
4fe5a1dbef
Merge pull request #24214 from marcelofg55/editor_audio_buses_fix
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Fix EditorAudioBuses not updating when changing to a device with different channels
2018-12-12 13:55:21 +01:00
Rémi Verschelde
ac87560fda
Merge pull request #23469 from clayjohn/fragment_camera_matrix
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Added CAMERA_MATRIX to fragment shader
2018-12-12 13:46:58 +01:00
Marcelo Fernandez
792786b4b7
Fix EditorAudioBuses not updating when changing to a device with different channels
2018-12-11 19:54:52 -03:00
Rémi Verschelde
37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
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Make VIEW vector available in fragment shader
2018-12-11 20:44:41 +01:00
clayjohn
2042d6214e
make VIEW vector available in fragment
2018-12-11 09:44:38 -08:00
Rémi Verschelde
0a9a2b1d62
Merge pull request #24163 from clayjohn/light_uv_const
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Make LIGHT_UV constant in canvas_item light shader
2018-12-11 15:25:18 +01:00
Rémi Verschelde
8fda8769d1
doc: Sync classref with current source
2018-12-04 21:57:07 +01:00
Bojidar Marinov
02b569297e
Fix error when adding children to YSort
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If it weren't for this warning, it would have crashed in release builds.
Fix #23889 , fixup 6b8d6e3b07
2018-12-04 21:11:40 +02:00
clayjohn
4740dd343e
make LIGHT_UV constant
2018-12-04 10:10:47 -08:00
Rémi Verschelde
78cdbc54b0
Merge pull request #23994 from AndreaCatania/prec
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Added function to control 6DOF precision
2018-11-28 10:30:47 +01:00
Juan Linietsky
af8d941c55
Added luminance capping to avoid glitches on small dots. closes #17996
2018-11-28 01:22:20 -03:00
Andrea Catania
a395d809a5
Added function to control 6DOF precision
2018-11-27 07:11:28 +01:00
Kanabenki
33a7fae127
Allow *= operator between vec and mat types in shaders
2018-11-24 18:57:29 +01:00
Juan Linietsky
631cf676c3
Removed noperspective (not in GLSL ES 3.0), do not write smooth if not specified. Fixes #20435
2018-11-21 23:07:09 -03:00
Juan Linietsky
10c3ba2c1b
Remove comments and corrected code, which exists for correctness but will likely never be used. Fixes #20362
2018-11-21 22:57:31 -03:00
Rémi Verschelde
3df9aa3339
Merge pull request #23878 from bojidar-bg/23775-ysort-crash
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Fix YSort crash when removing a child
2018-11-21 15:35:03 +01:00
Bojidar Marinov
d2750ce593
Fix YSort crash when removing a child
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Fixup of 8e4837f357
Fixes #23775
2018-11-21 15:01:11 +02:00
Juan Linietsky
d304228003
Do not draw particles if they are not processing at all, fixes #19507
2018-11-19 20:34:29 -03:00
Juan Linietsky
634aa4fc24
Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281
2018-11-19 10:43:29 -03:00
Rémi Verschelde
60ee61c7ff
Merge pull request #23742 from JFonS/fix_23698
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Use hint_color when getting shader default params
2018-11-18 12:05:02 +01:00
Rémi Verschelde
5075e372f3
Merge pull request #23668 from sdfgeoff/fix_angular_constraints
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Exposing more of bullets 6DOF spring constraints
2018-11-17 16:15:33 +01:00
Juan Linietsky
256bbd3561
Corrected some points discussed in #17491
2018-11-16 10:07:26 -03:00
Juan Linietsky
0b1e93ccd4
-Make sure monitorable cant be flipped while flushing queries, fixes #17330
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-Also added set_deferred, this was missing.
2018-11-16 08:49:26 -03:00
JFonS
fb92c7b0fa
Use hint_color when getting shader default params
2018-11-16 12:20:23 +01:00
Juan Linietsky
66c6dfb3fd
Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250
2018-11-14 21:21:51 -03:00
Juan Linietsky
d2e642b2dc
Proper validation of out arguments in built-in shader functions, closes #16244
2018-11-14 18:56:19 -03:00
Juan Linietsky
55f5f4757e
Merge pull request #23248 from dlasalle/fog
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Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Juan Linietsky
984063cf0b
Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617
2018-11-14 09:32:39 -03:00
Dominique LaSalle
6eae6247e4
Add parameter for fog max depth and use alpha as density.
2018-11-13 17:19:11 -08:00
Juan Linietsky
65111ba996
Ability to remove buses while they are being used on 2D and 3D stream players. Fixes #15115
2018-11-13 18:17:19 -03:00
Geoffrey Irons
e149327be0
Added angular restitution
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Adding angular and linear springs
Added getters
2018-11-13 09:24:00 +01:00
Rémi Verschelde
3bc7dfc856
Merge pull request #23254 from ibrahn/gles2-var-init-cleanup
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Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-12 20:47:19 +01:00
Rémi Verschelde
8e4837f357
Merge pull request #23407 from bojidar-bg/3281-ysort-recursive
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Y-Sort children together in nested YSorts
2018-11-12 20:42:55 +01:00
merumelu
660395153f
Use ResourceLoader::exists
to check for default audio bus layout
2018-11-12 14:35:32 +01:00
Juan Linietsky
baa8678d2a
Do not allow samplers where they dont belong (variables/return types), fixes #15133
2018-11-12 08:36:26 -03:00
Juan Linietsky
3226b44f79
Make sure rotated shapes with one way direction collisions work, fixes #12791
2018-11-10 10:12:35 -03:00
Juan Linietsky
555fb3a317
Effectively ensure that surface materials are the right size when setting them, fixes #23596
2018-11-08 15:58:52 -03:00
Juan Linietsky
d403b4086c
2D Rigid Body CCD should work again, fixes #6664
2018-11-08 15:22:28 -03:00
Juan Linietsky
daa1686772
Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers
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Fix picking in CanvasLayer
2018-11-07 17:51:27 -03:00
Rémi Verschelde
4c63772f54
Merge pull request #22622 from JFonS/fix_particle_animation
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Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
2018-11-05 07:59:30 +01:00
JFonS
85ce4a67ed
Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
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Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Juan Linietsky
121cead38e
<fales> end of the week ;-)
2018-11-03 13:30:08 -03:00
Juan Linietsky
3a62f29eef
Fix condition test
2018-11-03 13:23:38 -03:00
clayjohn
34d4faa227
added CAMERA_MATRIX to fragment shader
2018-11-02 23:14:42 -07:00
Juan Linietsky
414097ebd9
Simple workaround to make one way moving platforms work, fixes #9399
2018-11-02 16:22:23 -03:00
Juan Linietsky
64f649a80c
-Fix problem in OWC logic closes #11357
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-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
2018-11-02 15:45:36 -03:00
Ibrahn Sahir
352b3c9c93
Cleaning up some uninitialised variables in GLES2 stuff.
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Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).
Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.
Added assignments for state.current_main_tex based on same in GLES3.
2018-11-02 14:09:32 +00:00
Rémi Verschelde
b573bf8547
Merge pull request #23411 from RandomShaper/fix-same-layer-not-deterministic
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Fix canvas stacking not deterministic on same layer
2018-11-01 19:31:09 +01:00
Juan Linietsky
b776049b83
Update 3D physics to match fix from #22933
2018-11-01 12:40:20 -03:00
Juan Linietsky
e52b439eaa
Merge pull request #22933 from SeleckyErik/issue-9148
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Fixed non-monitorable areas triggering overlap (reopened)
2018-11-01 12:39:50 -03:00
Pedro J. Estébanez
cf8976de41
Fix canvas stacking not deterministic on same layer
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Fixes #22687 .
2018-10-30 21:53:00 +01:00
Bojidar Marinov
6b8d6e3b07
Y-Sort children together in nested YSorts
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Closes #3281
2018-10-30 20:53:46 +02:00
Rémi Verschelde
eeee47196c
Merge pull request #23262 from swenner/more-cppcheck-fixes
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More cppcheck fixes, fixes #22702
2018-10-25 21:12:14 +02:00
Simon Wenner
9fcf9ee813
fixed uninitialized variables and false positives found by CppCheck
2018-10-25 20:38:17 +02:00
Rémi Verschelde
1169196f04
Merge pull request #22779 from Superwaitsum/LimitSettings
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Limit several project settings
2018-10-25 11:38:06 +02:00
Superwaitsum
e5041ad0f5
Add some limits on the Editor Settings
2018-10-24 19:46:33 -05:00
Rémi Verschelde
8a113b9143
Merge pull request #23175 from marcelofg55/input_buffer_fix
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Fix possible audio input buffer issues
2018-10-24 14:59:57 +02:00
M. Huri
90efe5be08
Fixed a typo, treshhold to threshold.
2018-10-23 03:46:16 +07:00
Marcelo Fernandez
fa26a5511d
Fix possible audio input buffer issues
2018-10-20 12:13:40 -03:00
Dualtagh Murray
b902a2f2a7
Fixing warnings generated by MSVC
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Fixes #22684 .
2018-10-19 11:45:24 +02:00
M. Huri
55c8fda884
Removed duplication of include(s):
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- "collision_solver_sat.h".
- "shaders/copy.glsl.gen.h"
2018-10-13 20:25:34 +07:00
Rémi Verschelde
8b56ea3138
Merge pull request #22800 from QbieShay/depth_write
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Added the ability to write to gl_FragDepth.
2018-10-11 17:31:50 +02:00
Erik
09250850ec
Fixed non-monitorable areas triggering overlap
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Non-monitorable areas are never removed from the monitor query of other areas. This makes areas that turn not
monitorable while overlapping with other areas get stuck in the other areas' monitor query and trigger false
overlaps.
This is a fix for issue #9148 .
2018-10-11 12:19:03 +02:00