lawnjelly
a300505066
Prevent drawing MultiMesh with zero instance count
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Issuing a driver drawcall for MultiMesh with zero instances crashes some drivers.
2022-09-15 13:20:12 +01:00
Rémi Verschelde
4682144eb8
Merge pull request #65408 from lawnjelly/dir_light_uninit
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Fix GLES directional shadow uninitialized data
2022-09-06 12:31:20 +02:00
lawnjelly
9b294b298e
Fix GLES directional shadow uninitialized data
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Valgrind shows directional_shadow.fbo accessed when uninitialized in directional_shadow_create.
2022-09-06 09:21:56 +01:00
lawnjelly
23fedc0d1a
Batching - fix uninitialized color read
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Valgrind was showing a read from uninitialized memory. r_fill_state.curr_batch->color is unset (for performance reasons), so can contain random data.
This actually doesn't matter in practice, since logically this uninitialized state can only occur when change_batch is set, and the only side effect is that change_batch is set. Hence why no bugs occur in practice.
This PR prevents this read from uninitialized data. It is likely free in terms of performance after optimization, and keeps the Valgrind logs clearer, so why not.
2022-09-06 07:01:18 +01:00
Rémi Verschelde
a86da2eb8b
Merge pull request #64608 from RandomShaper/safe_audio_threading_3.x
2022-08-25 10:12:44 +02:00
Rémi Verschelde
6358e41772
Merge pull request #64838 from akien-mga/3.x-cherrypicks
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Cherry-picks for the 3.x branch (future 3.6) - 2nd batch
2022-08-25 00:51:19 +02:00
Jordan Schidlowsky
1ed1a3067b
workaround for angle project issue 7245, safari, iOS
2022-08-24 09:23:05 -06:00
bitsawer
c8810395a2
Fix Windows list dir handle leak
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(cherry picked from commit 40325006b6
)
2022-08-24 17:16:18 +02:00
Pedro J. Estébanez
c92ceca5ce
Make audio thread control flags safe
2022-08-19 11:55:23 +02:00
Rémi Verschelde
6eee83579a
Merge pull request #64101 from timothyqiu/subsecond
2022-08-08 16:31:49 +02:00
Rémi Verschelde
05f83b3f35
Merge pull request #64096 from RandomShaper/fix_uberflicker_3.x
2022-08-08 16:12:30 +02:00
Rémi Verschelde
36fc99158d
Merge pull request #63971 from paddy-exe/spatial-shader-built-ins
2022-08-08 15:50:25 +02:00
Haoyu Qiu
1be078ebcb
Fix Time.get_unix_time_from_system() not including msecs
2022-08-08 20:31:51 +08:00
Pedro J. Estébanez
edb140839e
Fix GI probes not working in the ubershader
2022-08-08 10:55:59 +02:00
Fabio Alessandrelli
90c6056b70
[Net] IP uses print_verbose when getaddrinfo fails.
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Avoid spamming errors when network is disconnected.
Returned address will be invalid, so it can be checked by the user via
`ret.is_valid_ip_address`.
(cherry picked from commit 59eea34851
)
2022-08-08 09:46:26 +02:00
Pedro J. Estébanez
ea6ed9658d
Fix emission not working in the ubershader
2022-08-07 23:11:44 +02:00
Pedro J. Estébanez
a2ed82d3b2
Fix shadow flickering with async shader compilation
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This mostly reverts the approach in #62628 , which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
2022-08-07 22:53:33 +02:00
Rémi Verschelde
14c9325b5d
Merge pull request #62408 from Razoric480/raz/fix-no-cache
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[3.x] Fix nested resources being cached if no-cache argument used
2022-08-05 23:43:54 +02:00
Rémi Verschelde
144f3ec94e
Merge pull request #51676 from Calinou/shader-add-hint-transparent-texture-3.x
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Add `hint_transparent` to use a transparent black placeholder texture (3.x)
2022-08-05 22:34:05 +02:00
Patrick Exner
be3d331f26
Backport spatial shader built-ins
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Backport of this PR: https://github.com/godotengine/godot/pull/63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
2022-08-05 21:19:15 +02:00
Rémi Verschelde
ccbe083949
Merge pull request #63071 from lawnjelly/skinning2d_bounds
2022-08-05 19:34:48 +02:00
Hugo Locurcio
ab9a95f266
Add hint_transparent
to use a transparent black placeholder texture
2022-08-02 23:32:07 +02:00
Rémi Verschelde
818f1eed31
Code quality: Fix header guards consistency
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00
Hugo Locurcio
b03ceaba2f
Document support limitations for OmniLight cubemap shadows in GLES2
2022-07-18 22:18:56 +02:00
lawnjelly
18bb668a2e
Fix skeleton 2D stale bounding rect
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Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
2022-07-18 19:47:23 +01:00
Francois Belair
2ceb93bbef
Fix custom res caching sub-res even if no-cache
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Fixes #59686 , fixes #59752
2022-07-13 11:18:26 -04:00
Markus
4abe07c811
Apply S3TC Android/iOS fix to GLES3
2022-07-11 12:12:17 +02:00
Pedro J. Estébanez
65a83785fd
Avoid GL undefined behavior in ubershaders
2022-07-02 19:54:02 +02:00
Rémi Verschelde
772d071863
SCons: Properly track codegen script dependency for generated GLES headers
2022-07-02 15:52:42 +02:00
ne0fhyk
24e3b3b88d
Add full support for Android scoped storage.
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This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
2022-06-26 16:53:02 -07:00
Pedro J. Estébanez
a46da9311e
Fix shadows not casted by async hidden materials
2022-06-26 21:21:07 +02:00
lawnjelly
9482998a03
Synchronous shaders in editor
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The old style synchronous shaders allow the project manager and editor to load faster.
2022-06-22 14:14:32 +01:00
Pedro J. Estébanez
0868122aad
Fix change to singed shader conditional flags
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This change was missing from commit d3d8ccea60
.
2022-06-20 17:02:40 +02:00
Pedro J. Estébanez
d3d8ccea60
Use signed integers for async shader conditionals
2022-06-19 20:16:27 +02:00
Rémi Verschelde
118302d01c
GLES3: Fix async shader compilation after #62021
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Fixes #62047 .
2022-06-15 13:40:58 +02:00
Pedro J. Estébanez
1d01acb486
Fix issues with unsigned types in GL ES 3 shader class
2022-06-14 11:43:58 +02:00
Pedro J. Estébanez
f46d7583ff
Add INFO_SHADER_COMPILES_IN_FRAME to GL ES 3 render info
2022-06-13 18:53:15 +02:00
bruvzg
11a7997a67
[Windows, 3.x] Add support for handling network share paths.
2022-06-13 09:24:35 +03:00
lawnjelly
f8df04ed50
More low priority redraw request cases
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Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
2022-06-12 06:44:59 +01:00
clayjohn
f92141be13
Disable Alpha throughout Glow and FXAA code in order to avoid issues with transparent viewports
2022-05-26 11:15:35 -07:00
clayjohn
9927515254
Disable alpha in post process when using opaque framebuffer
2022-05-24 14:11:09 -07:00
clayjohn
027ec28126
Disable writing to alpha with opaque framebuffer
2022-05-24 10:30:49 -07:00
clayjohn
3374bae953
Fixed Bug where DoF incorrectly wrote to alpha channel amd bug with tonemap shaders
2022-05-18 13:19:42 -07:00
Hugo Locurcio
3762b40de7
Merge pull request #54585 from Kinwailo/fix_viewport_transparent_bg
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Fix viewport with transparent bg changed to solid black if enable fxaa or debanding.
2022-05-16 08:28:36 +02:00
Kinwailo
b1a50ad805
fix post procressing with transparent bg and keep alpha channel of the tonemap shader output
2022-05-12 16:32:31 +08:00
Rémi Verschelde
3649382b37
Merge pull request #60829 from clayjohn/GLES2-html5-blendshapes
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[GLES2] Unpack blend shape arrays when necessary
2022-05-06 22:08:31 +02:00
clayjohn
b0b1e44bc1
Unbind vertex buffer before calculating blend shapes
2022-05-06 12:21:35 -07:00
clayjohn
33d825c50b
Unpack blend shape arrays when necessary
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Blend shapes need to be unpacked if the vertex array is being unpacked
2022-05-06 10:36:18 -07:00
mdavisprog
53fb0440d3
Add OS::is_process_running function.
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Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function.
(cherry picked from commit f3c1232c59
)
2022-05-05 15:02:46 +02:00
Pedro J. Estébanez
41fc0abf77
Fix handling of async hidden render mode
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- Mute errors when conditioned shader is not ready yet
- Avoid depth pre-pass on meshes that would end up black
2022-04-12 20:11:20 +02:00