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
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-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
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[ci skip]
2017-09-13 09:13:34 +02:00
Rémi Verschelde
8b76199b4b
Merge pull request #10897 from themindoverall/fix_box_select
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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
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Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Hein-Pieter van Braam
b2a38854fd
Fix unused variable warnings
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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
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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
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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
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-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
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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
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add shadow_filter variant PCF7
2017-09-02 12:13:01 +02:00
Hein-Pieter van Braam
9c63ab99f0
Fix use of unitialized variables
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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
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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
letheed
3a188015be
add shadow_filter variant PCF7
2017-09-01 15:01:24 +02:00
Hein-Pieter van Braam
f9467ec1ea
Fix signed and unsigned comparisons
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
51066fcde7
Merge pull request #10305 from H4kor/gles3
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Fixes a bug in multimesh_instance_get_color
2017-08-31 08:44:22 -03:00
Rémi Verschelde
82208c1e8b
Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose
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Implement texture UV transpose in the gles3 renderer
2017-08-31 13:17:39 +02:00
Rémi Verschelde
f1e3dec442
Merge pull request #10624 from letheed/master
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Fix shadow filter pcf5 implemented as pcf7
2017-08-31 11:01:57 +02:00
Juan Linietsky
a1d7c496b9
Improved default directional shadow params, added bias split scale, closes #9828
2017-08-30 08:08:44 -03:00
Juan Linietsky
06d7e36898
Changed bools to uint32_t as this may be a compiler bug..
2017-08-29 15:09:59 -03:00
Juan Linietsky
e8b05ca996
-Fixed screen edge SSAO filter, fixes #9678
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-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
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
92a42668f2
Implement texture UV transpose in the gles3 renderer
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Now tilemap rotations work again \o/
2017-08-29 14:51:35 +03:00
Rémi Verschelde
6ef7783abb
Merge pull request #10662 from hoelzl/python3-v3
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Make build scripts Python 3 compatible
2017-08-28 00:05:15 +02:00
Juan Linietsky
d23f323cde
-Moved script run to editor, removed from project
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-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Matthias Hoelzl
b6e1e47e3a
Make build scripts Python3 compatible
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- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
2017-08-27 23:05:39 +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
Wilson E. Alvarez
7a07895920
Added/Fixed null pointer checks
2017-08-26 16:58:47 -04:00
Juan Linietsky
1894157c9f
-Massive clean up to gizmos
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-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
Juan Linietsky
90445aae67
Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917
2017-08-25 09:56:10 -03:00
letheed
a5d765db4f
fix shadow filter pcf5 implemented as pcf7
2017-08-25 02:34:28 +02:00
Gilles Roudiere
591a892c2e
fix ssao issue with intel hd**** hardwares
2017-08-23 00:10:37 +02:00
Juan Linietsky
294e912a84
Fade last cascade in directional shadow, closes #9779
2017-08-22 12:17:20 -03:00
Juan Linietsky
e54c4028ef
Invalid materials or shaders will now interrupt the next chain in materials, closes #9570
2017-08-22 11:23:40 -03:00
Rémi Verschelde
411f0755a8
Fix Reindhart tonemapping, invalid type in signature
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Fixes #10533 .
2017-08-22 08:06:54 +02:00
Juan Linietsky
00a26f512c
Several fixes to subsurface scattering. Closes #9530
2017-08-21 21:38:01 -03:00
Juan Linietsky
0bdbe370bf
Implemented missing opaque prepass render mode, fixes #9452
2017-08-20 21:26:15 -03:00
Juan Linietsky
831e21e89b
Properly initialize color hinted vec4 uniforms to 0,0,0,1 fixes #9354
2017-08-20 12:35:43 -03:00
Juan Linietsky
7e5890d23d
-Fix all shadow and culling related issues, fixes #9330
2017-08-19 20:07:21 -03:00
Juan Linietsky
8fc6bb8f77
Added polygon antialiasing, but it does not work on nvidia. Will have to try something else..
2017-08-19 13:14:38 -03:00
Rémi Verschelde
1a92906b68
Merge pull request #10406 from marcelofg55/closest_power_of_2
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Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-18 08:12:56 +02:00
Marcelo Fernandez
eab850524e
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-17 19:51:13 -03:00
Juan Linietsky
3a4ff3402d
Oops, fixed wrong color masking problem. Closes #10149
2017-08-17 18:33:59 -03:00
Bojidar Marinov
995fca44b2
Fix particles emitting when emitting is set to false in scene
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Caused by #10297 calling particles_restart() on the same frame as the one set_emitting(false) is called. The rasterizer would wait a frame, and then set emitting back to true.
2017-08-16 23:38:36 +03:00
TwistedTwigleg
00f6c85928
Synchronize parameter names in definition and declaration
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Fixes #10244 .
2017-08-16 17:22:23 +02:00
Fabio Alessandrelli
2d48f4ecf1
Use precision for samples only when #version 300 es
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Fix #10332
2017-08-16 15:04:21 +02:00
Niko Abeler
5d2b059d46
fixed multimesh_instance_get_color
2017-08-12 16:17:53 +02:00
Fabio Alessandrelli
9b9a723c77
Some fixes for shaders and WebGL2
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Add padding to UBO data to be multiple of 16 bytes
Add precision definition for samplers
Replace texture2D (deprecated) with texture in shaders
2017-08-11 23:26:24 +02:00
Juan Linietsky
df573f5c3a
-Restored Sprite3D to working function, fixes #2061 , fixes #9738
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-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
Juan Linietsky
144226af51
sorry, leftover bug fixed
2017-08-08 08:31:34 -03:00
Juan Linietsky
78177483b5
-Made visual server time affected by global time scale, closes #5583
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-Restored time rollover in visual server
2017-08-08 08:25:35 -03:00
Juan Linietsky
539fbad919
Restored black bars and custom images instead of black bars, closes #1571
2017-08-07 18:09:13 -03:00
Thomas Herzog
5f48c3cc07
Merge pull request #10055 from henkz1/immediate
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Fix ImmediateGeometry
2017-08-07 23:09:01 +02:00
bruvzg
839cb018b2
Re-revert #378b1e6 for s3tc
2017-08-07 14:59:14 +03:00
bruvzg
20c90186be
Revert #378b1e6 for s3tc
2017-08-07 12:35:54 +03:00
Juan Linietsky
378b1e6cf0
RGTC and S3TC are now always enabled on desktop, given the spect dictates they should be. Fixes #9267 , Fixes #9939
2017-08-06 22:22:42 -03:00
Juan Linietsky
2ea64d2dc1
Use vertex distance instead of z, fixes #9108
2017-08-06 21:57:40 -03:00
Henrik Andersson
ca497df2d3
Fix rendering of ImmediateGeometry with UVs
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When using set_uv or any attrib except vertex, the geometry broke.
2017-08-03 05:06:06 +02:00
Henrik Andersson
fdc421836f
Make it possible to render ImmediateGeometry
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Geometry for ImmediateGeometry was never added inside _fill_render_list.
2017-08-03 04:04:11 +02:00
Indah Sylvia
690ceeb17a
remove meaningless print line from editor console
2017-08-02 13:27:01 +07:00
Juan Linietsky
b276d92c8a
Few small GI Probe fixes
2017-07-29 00:04:29 -03:00
bruvzg
1a03cd537f
Add missing max. number of samples (MSAA) check
2017-07-27 17:56:43 +03:00
Poommetee Ketson
0154098531
Fix various property not found errors
2017-07-26 20:03:13 +07:00
Juan Linietsky
f5277e347d
Fixes to glow and auto exposure, closes #9797 , closes #9106
2017-07-26 00:40:32 -03:00
Juan Linietsky
e15a0c5243
Merge pull request #9712 from BastiaanOlij/fix_checking_framebuffer
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add missing framebuffer check
2017-07-24 18:37:14 -03:00
Evgeny Zuev
4ed6e4a70e
Fix switching SRGB extension happen before binding of texture
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Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed
before the call of `glBindTexture`, which caused modification of previously
bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-24 18:25:55 +07:00
Rémi Verschelde
38c471bef6
Merge pull request #9765 from Noshyaar/pr-clang
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Clang-formatting *.cpp and *.h (some files excluded)
2017-07-23 13:16:48 +02:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
Poommetee Ketson
c7c65ca6ba
Clang-formatting *.cpp and *.h (some files excluded)
2017-07-22 18:14:08 +07:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
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-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
BastiaanOlij
8513bbdb8b
add missing framebuffer check
2017-07-20 00:04:19 +10:00
Juan Linietsky
bbada82f80
-Reorganized all properties of project settings (Sorry, Again).
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -03:00
Juan Linietsky
5dd7c3b6ab
Fix to make voxel cone tracing work properly again
2017-07-15 20:02:56 -03:00
Juan Linietsky
741145febd
-Fix for multiple reflection probes causing issues.
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-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00
Juan Linietsky
2e73be99d8
Lots of work on Audio & Physics engine:
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-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde
d23fc16b2d
Merge pull request #9564 from Noshyaar/pr-threshold
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Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
Juan Linietsky
e577c5b070
Some adjustments to toon material to make it more flexible
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Ability to also disable specular
2017-07-08 14:01:56 -03:00
Juan Linietsky
f4c8c552f9
Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.
2017-07-08 12:36:15 -03:00
Poommetee Ketson
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
Juan Linietsky
84de71872f
-Added triplanar mapping modes
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-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky
1a857c5149
Fixed bug regarding to strange black shapes appearing in ice from material tester demo
2017-07-05 22:36:13 -03:00
Juan Linietsky
12a8fedfe6
Some changes to dual paraboloid envmap generation, fixes somme bleeding
2017-07-05 19:39:45 -03:00
Juan Linietsky
7263137dba
Implemented environment arrays for skybox reflection and roughness, quality increase is enormous.
2017-07-04 23:53:08 -03:00
Juan Linietsky
2a3e00c8c7
-Many fixes to VisualScript, fixed property names, etc.
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-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Robert Hernandez
ffe8f8ca21
Fixed NinePatches not working on HTML5
2017-06-28 19:17:59 -04:00
Juan Linietsky
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
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-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
83ae9a5e28
Ability to restart particle system with a function call
2017-06-25 08:01:50 -03:00
Poommetee Ketson
e3998528e0
BuildSystem: generated files have .gen.extension
2017-06-25 07:55:01 +07:00
Juan Linietsky
0cac32910a
-Restored support for Canvas BG mode on Environment
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-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
8ef1c41a4e
Small fixes required to get platformer to work.
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Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
f27d2a3355
-Moved NinePatch to shader, saves a ton of draw calls rendering UI
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-Implemented missing stretch modes, now tile and tile fit work
2017-06-21 23:37:25 -03:00
Juan Linietsky
95560e02c5
2D GPU Particles working..
2017-06-21 16:26:26 -03:00
Juan Linietsky
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
Juan Linietsky
2da3f48e5a
-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
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-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
Juan Linietsky
9757fc354c
Fix transparent background rendering, closes #8703
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Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Juan Linietsky
e11fae0bbf
Particles properly update the shadow maps, closes #8815
2017-06-17 07:32:49 -03:00
Juan Linietsky
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
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-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Juan Linietsky
80929d36be
TIME constant reverted to a single float, fixes #9123
2017-06-16 08:30:21 -03:00
Juan Linietsky
5d02b948a9
Cleaned up Screen Space Reflections, closes #8119
2017-06-16 08:30:21 -03:00
Juan Linietsky
29cfc365aa
Fixes to SSR, WIP.
2017-06-16 08:30:21 -03:00
Marc Gilleron
4dbe0967d5
Fixed memory leaks
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- PoolVector leak
- mesh_remove_surface leak
2017-06-16 02:39:16 +02:00
Juan Linietsky
da14225ad8
fix bug related to unshaded materials not working on MSVC. Not cleanest solution, might think about how to improve later.
2017-06-15 10:36:00 -03:00
Juan Linietsky
47b34bf79b
Remove error spam on Intel, closes #8665
2017-06-15 09:02:34 -03:00
Juan Linietsky
f8bd488457
Merge pull request #9109 from RandomShaper/optimize-2d-lighting
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Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez
93ffd9023f
Add AT_LIGHT_PASS builtin to canvas shaders
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This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Juan Linietsky
2b62872547
Fix _draw_polygon colors and uvs
2017-06-14 18:43:57 -03:00
Juan Linietsky
462d8ceb46
Fixed several bugs with directional light, and changed defaults to be more sensible.
2017-06-14 17:06:36 -03:00
Juan Linietsky
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
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-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Juan Linietsky
95c248e24f
Remove default shadow bias of 0.1 for spot and omni light, fixes #8654
2017-06-13 00:07:05 -03:00
Juan Linietsky
ea6cb22329
Merge pull request #8835 from ippan/particles_shader_index
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add index to particles glsl
2017-06-12 23:33:41 -03:00
Juan Linietsky
fc04e0b1f2
Fix bug breaking shader when skeleton+tangents were used, closes #8673
2017-06-12 19:54:35 -03:00
Juan Linietsky
831860695c
Fix empty shader related crash, closes #8314
2017-06-12 19:23:37 -03:00
Juan Linietsky
41c3ca358e
Fixed _draw_polygon, should help fix other bugs..
2017-06-12 18:56:16 -03:00
Juan Linietsky
61c82f4356
Restored everything related to information polling, and added information box for viewport.
2017-06-11 18:13:04 -03:00
Juan Linietsky
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
Pedro J. Estébanez
4d90750729
Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size
2017-06-09 21:17:47 +02:00
alexholly
935f730170
renamed all Rect3.pos to Rect3.position
2017-06-09 15:54:02 +02:00
Juan Linietsky
612ab8fcdb
-Restored multithread capability to VisualServer
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-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
5bf810b5db
-Added proper access to depth texture from shader
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-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky
840ac8c018
Fog is complete!
2017-06-07 08:38:21 -03:00
Juan Linietsky
0fb99306ff
-working SCREEN_TEXTURE, SCREEN_UV shader variables
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-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
Rémi Verschelde
f8d7670e82
Merge pull request #9038 from AlexHolly/rect2-rename-pos
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renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Juan Linietsky
5aa66d03d8
Added depth texture support (using parallax) to default material.
2017-06-04 20:35:45 -03:00
Juan Linietsky
8126a0cb12
subsurface scattering is fixed and working again
2017-06-03 21:14:05 -03:00
alexholly
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
Juan Linietsky
8a1097a224
many fixes to image loader, voxel cone tracing, etc.
2017-06-02 22:08:41 -03:00
Juan Linietsky
e79d7149ea
GI probes working back again
2017-06-01 22:38:07 -03:00
Juan Linietsky
c03131fc9f
Rework shading modes and change location of light shader
2017-06-01 18:56:02 -03:00
Juan Linietsky
bd26fa7bf2
stuff got modified :(
2017-05-31 20:29:56 -03:00
Juan Linietsky
a134f58fb3
rewritten PBR implementation to make it friendlier with Blender
2017-05-31 20:29:56 -03:00
Juan Linietsky
5567e898d1
Several fixes related to PBR and Environment
2017-05-30 08:56:19 -03:00
Juan Linietsky
f89641907f
-Added EXR supprot for HDR (no BC6 compression yet though)
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-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Juan Linietsky
bf6380ee70
Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not.
2017-05-25 14:00:43 -03:00
BastiaanOlij
3768a3b2c5
More fixes for iOS Godot 3.0
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- nicely exit if initialisation fails
- fix a few issues around new event handling
- use 16bit single channel framebuffer as 32bit is not supported on iOS
2017-05-23 22:38:36 +10:00
BastiaanOlij
c51ce72702
Added texture_get_texid
2017-05-20 10:09:36 +10:00
PanPan
d9e3bbe17d
add index to particles glsl
2017-05-19 23:43:25 +08:00
Rémi Verschelde
f85cad4fec
Merge pull request #8793 from ippan/shader_varying
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fix varying in 3.0 shader
2017-05-18 19:00:21 +02:00
Juan Linietsky
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
PanPan
9079ef46e7
fix varying in 3.0 shader
2017-05-17 16:41:49 +08:00
Andreas Haas
c3e43c6d5f
Revert "Particles potential crash fix"
2017-05-15 20:11:42 +02:00
honix
9d7d24682d
Particles potential crash fix
2017-05-15 20:49:20 +03:00
Rémi Verschelde
f527a69462
Merge pull request #8589 from tagcup/dxt1_fix
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Use correct mode for DXT1 textures.
2017-05-02 23:31:42 +02:00
Ferenc Arn
2f84731177
Use correct mode for DXT1 textures.
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libsquish, which is used to generate all S3TC textures, works only with RGBA textures.
Fixes #8550 .
2017-04-29 20:01:12 -05:00
George Marques
f7bd21a022
Fix compilation for UWP
2017-04-29 20:15:59 -03:00
Rémi Verschelde
515f92d03b
Fix property warnings and hide some debug prints
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
24b2186ff9
Merge pull request #8388 from Dobbias/fix_#8381
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Fix gles3-particles shader not compiling
2017-04-18 00:01:08 +02:00
L. Krause
3e0f8bb254
Fix FBO depth texture format
2017-04-15 13:56:55 +02:00
Dobbias
5404e10803
replaced incompatible keywords/function
2017-04-13 16:46:16 +02:00
Juan Linietsky
1c480698ce
-Fixed crash with splash screen on windows
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-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Juan Linietsky
7ba71fb243
Restored (And auto-generated) splash image
2017-04-09 20:03:38 -03:00
Juan Linietsky
fccf2816d4
-Fix eternal black screen on Windows
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-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Juan Linietsky
4286aef693
Particle system is complete. Rejoice!
2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Rémi Verschelde
efba539f93
Fix build on older GCC versions
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Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07 19:24:37 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Rémi Verschelde
1bd3648bb0
Merge pull request #8211 from robertdhernandez/NinePatch-Fix
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[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03 14:41:53 +02:00
volzhs
e65b8b666c
Fix failing to compile shader on Adreno GPU
2017-04-02 23:16:25 +09:00
Robert Hernandez
a4a12a2b7b
Fixed AtlasTexture being incorrectly
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Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
2017-03-30 21:09:25 -04:00
Rémi Verschelde
debeee56f7
Fix typos in source code using codespell
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Juan Linietsky
efaeebab4d
Several fixes to Android exporter and port.
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Android seems to be working again!
2017-03-23 20:14:12 -03:00
eska
12dd86bba0
Some WebGL 2 and build fixes/clean-up
2017-03-17 15:56:48 +01:00
Juan Linietsky
af020160c6
more html5 fixes
2017-03-14 10:53:46 -03:00
Rémi Verschelde
b19b8f72e8
Merge pull request #8009 from Calinou/directional_shadow_interpolation
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Improve directional shadow filtering by using linear interpolation
2017-03-13 11:03:45 +01:00
Rémi Verschelde
a45e6f67d5
Merge pull request #7981 from RandomShaper/position-for-2d-shaders
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Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-13 11:01:14 +01:00
Juan Linietsky
6d15e15732
converted skeletons from uniform to texture
2017-03-12 13:08:56 -03:00
Hugo Locurcio
335d96a0ab
Improve directional shadow filtering by using linear interpolation
2017-03-11 12:24:54 +01:00
Pedro J. Estébanez
5ff0924a93
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-08 02:07:59 +01:00
Rémi Verschelde
6163343118
Make that Whole New World great again
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Fix regression from 5dbf180
that broke Windows build.
2017-03-05 19:12:22 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
Ferenc Arn
790611ef26
Added missing FIXMEs in PR #7878
2017-03-02 16:13:01 -06:00
Thaer Razeq
f50488a361
Various fixes detected using PVS-Studio static analyzer.
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky
ffcd954211
Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though
2017-02-22 19:14:21 -03:00
Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
b696beea65
Correct hash behavior for floating point numbers
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This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947 .
2017-02-16 18:44:29 +01:00
Juan Linietsky
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
Juan Linietsky
da11d6d9e8
Many fixes to make exported scenes work better, still buggy.
2017-02-15 08:34:02 -03:00