Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.
This also tweaks the fog height setting hint to be more flexible.
This closes#30709.
This is a straight copy-paste of the code from
`drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the
same restrictions as the GLES3 implementation: it only works
on desktop platforms as they use OpenGL instead of OpenGL ES.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.
Fixes#30317
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.
This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.
Fixes#28298
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.