Commit graph

137 commits

Author SHA1 Message Date
Bastiaan Olij
f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
Rémi Verschelde
8fda8769d1 doc: Sync classref with current source 2018-12-04 21:57:07 +01:00
Juan Linietsky
634aa4fc24 Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281 2018-11-19 10:43:29 -03:00
Juan Linietsky
55f5f4757e
Merge pull request #23248 from dlasalle/fog
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle
6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00
Rémi Verschelde
3bc7dfc856
Merge pull request #23254 from ibrahn/gles2-var-init-cleanup
Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-12 20:47:19 +01:00
JFonS
85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
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
Ibrahn Sahir
352b3c9c93 Cleaning up some uninitialised variables in GLES2 stuff.
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
Pedro J. Estébanez
cf8976de41 Fix canvas stacking not deterministic on same layer
Fixes #22687.
2018-10-30 21:53:00 +01:00
Superwaitsum
e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Rémi Verschelde
8c9c1d6882
Merge pull request #21436 from CptPotato/tonemap-fixes
tonemapping fixes
2018-10-02 15:42:15 +02:00
Juan Linietsky
65fd37c149 -Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00
JFonS
3cedec5f75 Set uniform default values in inspector 2018-09-13 23:05:33 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
alex-poe
5cd00c3780 fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias 2018-08-27 10:08:38 +02:00
elasota
35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
Poommetee Ketson
76adef2704 Fix arg name in docs, some copy-paste errors 2018-08-21 01:51:19 +07:00
Thomas Herzog
b4d3f541e7 add 3D textures 2018-07-30 12:20:27 +02:00
Juan Linietsky
6a5aec3644 Rename flag to better name 2018-07-27 08:59:18 -03:00
Rémi Verschelde
391e46830f doc: Sync classref with current source
Fix various missing arguments in bindings.
2018-07-26 11:56:21 +02:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
sync rasterizers with engine
2018-07-25 20:33:37 +02:00
Wilson E. Alvarez
a22e746bc3 Removed unnecessary assignments 2018-07-24 09:51:03 +02:00
Juan Linietsky
dc976cac57
Merge pull request #12678 from AndreaCatania/soft
Soft body
2018-07-23 16:04:32 -03:00
AndreaCatania
17ebbfb56d Implemented Soft body
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
Juan Linietsky
ec85fd554b Fix issues with CPUParticles and related conversion from Particles. Closes #20126 2018-07-23 12:28:50 -03:00
AndreaCatania
fbf3ad2841 Added some API to visual server so from control VRAM buffer is more easy 2018-07-23 12:59:27 +02:00
Juan Linietsky
2b9902db06 -Fix disable_3d flag
-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-21 17:26:49 -03:00
Max Hilbrunner
277793439a
Revert "Fix #19507 Not emitted particles affects performance" 2018-07-17 16:52:13 +02:00
Max Hilbrunner
4b626dc114
Merge pull request #19764 from malbach/godot_malbach
Fix #19507 Not emitted particles affects performance
2018-07-17 16:47:41 +02:00
Juan Linietsky
7dcaabaf19 Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 2018-07-06 20:21:42 -03:00
malbach
cef8d355d2 Fix #19507 Not emitted particles affects performance 2018-06-25 18:17:28 +02:00
Gustav Lund
35eb7f2d6a Rasterizers are now in sync with engine
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.

Remove unused rasterizer storage variable

frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Marcelo Fernandez
3fa352dc9c canvas_item_add_triangle_array bind fixup 2018-05-08 21:41:41 -03:00
Juan Linietsky
b96cd25305
Merge pull request #18495 from Zylann/partial_texture_update
Added partial texture update to VisualServer
2018-05-07 13:20:38 -03:00
Marc Gilleron
c755cced83 Added partial texture update to VisualServer 2018-04-29 03:09:49 +02:00
Crazy-P
e6deba8d19 Fixes logically dead code (Coverity)
Fixes reported logically dead codes by Coverity

* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.

* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function

* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.

* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)

* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle

* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'

* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp

* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.

* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.

* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
2018-04-21 22:35:23 +08:00
Poommetee Ketson
eb63f7b071 [DOCS] Sync classref with current source 2018-02-25 15:14:25 +07:00
Rémi Verschelde
fd92e571ac Readd VS.sync and VS.draw to keep compatibility
Those are deprecated as VS.force_sync and VS.force_draw do the same and more explicitly,
but we cannot remove them without marking them as deprecated before that.

Fixes issue introduced in #15892.
2018-02-19 10:43:07 +01:00
Rémi Verschelde
574133e4e0
Merge pull request #15892 from Zylann/add_missing_vs_bindings
Added all missing VisualServer bindings
2018-02-14 16:05:49 +01:00
Marc Gilleron
8dc62bbc96 Fix VisualServer.free conflicting with Object.free 2018-01-25 00:23:31 +01:00
Marc Gilleron
e415fd05bb Added all missing VisualServer bindings
- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance
- Removed draw and sync, were duplicates of force_* equivalents
- Bumped binders max arguments from 11 to 13
- Wrote some wrappers as not all methods were variant-friendly
2018-01-20 16:59:26 +01:00
Ariel Manzur
e2b50e1abb improves portability with some compilers 2018-01-18 19:16:34 -03:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Duy-Nguyen TA
322cb08dd9 Fix macOS and other builds after #15299
Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Rémi Verschelde
f9f6f250e6
Merge pull request #15191 from Jerome67000/z_renaming
renames "z" Node2D property to "z_index"
2018-01-04 00:41:45 +01:00
Jerome67000
42ae3525a3 #15078 renamed "z" -> "z_index" property in Node2D 2018-01-03 13:02:26 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
652c98a7be Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.
Call needs to be routed via visual server to reach the proper thread.
2017-12-16 17:11:02 -03:00