Rémi Verschelde
6d812ad27f
Merge pull request #15051 from binbitten/bug-fixes
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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
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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
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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
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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.
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- 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
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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
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@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
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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
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Add a rename for shader LIGHT built-in, Fix bug #14537
2017-12-14 14:58:13 +01:00
Juan Linietsky
f3ad14224e
-Add lightmapper
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-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
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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
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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
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-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
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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
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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
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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)
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-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
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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
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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
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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
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Fix particle preprocessing
2017-11-26 15:59:24 -03:00
Juan Linietsky
22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
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Onion skinning
2017-11-26 15:13:35 -03:00
volzhs
b97e87480e
Fix shader compilation fail on Android
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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)
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-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 .
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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,
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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