MrCdK
408f4cb146
Set correct types on a couple variables inside the canvas.glsl
2018-01-12 22:02:28 +01:00
Juan Linietsky
e56b3439a5
Attempt renaming multiple times on safe file save, and make the behavior optional. Fixes #14339 .
2018-01-12 17:03:52 -03:00
Juan Linietsky
0041efec1d
Fix mat2 alignment
2018-01-12 12:45:16 -03:00
Juan Linietsky
f4d603b902
Fix uniform alignment, closes #14962
2018-01-12 12:43:26 -03:00
Juan Linietsky
3a05d974e0
Instance dependency for particles was not being get rid of. Again fixes #15591
2018-01-12 09:12:31 -03:00
Juan Linietsky
e3f02b1a1b
Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047
2018-01-11 19:39:47 -03:00
AndreaCatania
252344f706
Fixed graphic artifact caused by anisotropic filter
2018-01-11 12:55:18 +01:00
Rémi Verschelde
e49ddf2984
Merge pull request #15555 from BastiaanOlij/clamp_blends
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Clamp blend to fix screen space reflections
2018-01-10 13:36:13 +01:00
Bastiaan Olij
ebc96195d8
Clamp blend to fix screen space reflections
2018-01-10 23:23:00 +11:00
Rémi Verschelde
f1ef2d5183
Merge pull request #15553 from AlmightyScientist/issue-15453
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Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10 12:46:52 +01:00
AlmightyScientist
4820910648
Shader Language: Fixes EXTRA_MATRIX undefined.
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Fixes #15453 .
2018-01-10 12:37:28 +01:00
volzhs
b6cff1ba69
Fix stretch aspect keep mode
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Fix #15407
Fix #15514
2018-01-10 10:49:26 +09:00
volzhs
1c806abdaa
Fix shader compile error on Android
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**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-09 16:44:56 +09:00
Jerome67000
87bbaddac3
removed unused project setting rendering/quality/depth_prepass/disable
2018-01-08 21:02:53 +01:00
sambler
384055c86f
Fix use of execvp, earlier fix was short sighted and only worked
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when godot could be found in PATH.
The correct fix is to use sysctl to get the path to the current executable
this also fixes the ability to call external commands.
2018-01-08 12:07:28 +10:30
Juan Linietsky
4c23f94af9
properly blend interior and exterior ambient in reflection probes, fixes #14695
2018-01-06 19:34:03 -03:00
Juan Linietsky
bfeaf27a3e
Properly dispose of instance capture data, fixes #14795
2018-01-06 19:06:04 -03:00
Juan Linietsky
d72a32bc54
Use better initialization value for normalmap, fixes #14720
2018-01-06 18:09:11 -03:00
Juan Linietsky
9cf19f8dee
Ensure depth reads go via alpha render list, fixes #14759
2018-01-06 17:38:39 -03:00
Juan Linietsky
a195f81a6a
Improve detection of variable writing in shader, fixes #15177
2018-01-06 09:56:47 -03:00
Juan Linietsky
380ee87e80
Fixed problem with missing uninitialized last byte on waveform trip, closes #15316
2018-01-05 16:28:08 -03:00
Juan Linietsky
003f2dab78
Fix dual paraboloid shadow maps, closes #14487
2018-01-05 12:13:52 -03:00
Juan Linietsky
0c86c1ad15
Fixed GIProbe blending, closes #15164
2018-01-05 10:34:31 -03:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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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
Juan Linietsky
6e2ed15ff1
Add support from properly exporting shared objects, needed for GDNative export
2018-01-04 15:43:06 -03:00
Emmanuel Leblond
e315c94900
Change OS::initialize signature to return Error (fix segfault on x11)
2018-01-04 15:15:55 +01:00
firefly2442
f066991aa7
found via cppcheck:
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remove code that will never run
make definition and declaration names for parameters match
change floats that were being set to bool values
remove pointer that is never used
2018-01-03 21:23:48 -07:00
Rémi Verschelde
d65ac7378c
Fix crash in OS::execute on FreeBSD
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As spotted by @robfram, closes #15288 .
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
2018-01-04 01:20:20 +01:00
Rémi Verschelde
72d3c474b0
Merge pull request #15170 from ibrahn/fix-particle-leak
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RasterizerStorageGLES3, delete particle objects freed by RID
2018-01-04 01:07:54 +01:00
Juan Linietsky
474523d409
Revert "Add missing image format RGB10A2. Fixes #14964 "
2018-01-03 16:43:07 -03:00
Ibrahn Sahir
75c624e119
RasterizerStorageGLES3, delete particle objects freed by RID
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fixes #15151
2018-01-03 15:52:47 +00:00
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
Fabio Alessandrelli
ac7444023e
Move windows networking class to drivers/windows/
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Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
2017-12-15 18:25:29 +01:00
Fabio Alessandrelli
92067b4714
Remove "const" from PacketPeer get_packet/get_var
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They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
2017-12-15 17:14:17 +01:00
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
Rémi Verschelde
b110813134
Merge pull request #14499 from akien-mga/glsl-bone-type
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Fix usage of signed type in skeleton shader
2017-12-13 08:37:56 +01:00
Przemyslaw Czarnota
08c8d46593
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-13 07:45:24 +01:00
Rémi Verschelde
7908dc322a
Drop unused OS_Unix::has_data and related logic
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Closes #5536 .
2017-12-10 17:05:24 +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
Marcelo Fernandez
a3f0ffdf24
Fix wasapi going silent when number of channels are not supported
2017-11-30 19:51:27 -03:00
MillionOstrich
9ecde5524d
Stop particles resetting on pause.
2017-11-30 17:51:18 +00:00
Juan Linietsky
9678231b10
Changed the dynamic library open function to allow setting the path of the library to open extra libraries.
2017-11-30 10:00:55 -03:00
Rhody Lugo
a65c0939fd
disable caching for targets using helper functions
2017-11-28 23:24:12 -04:00
Rhody Lugo
a4a222d62d
use the same cache for all branches for appveyor
2017-11-28 03:23:33 -04:00
Scayze
b0fb6b1380
Added interpolation modifiers to shaderlang
2017-11-27 16:47:46 +01:00
Rémi Verschelde
90f9f123fd
Merge pull request #13317 from akien-mga/custom_user_dir
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Allow customizing user:// path (folder in OS::get_data_path())
2017-11-26 22:25:02 +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
Rémi Verschelde
af9c67db0c
Allow customizing user:// path (folder in OS::get_data_path())
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This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes #13236 .
2017-11-26 19:02:32 +01:00
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
Rémi Verschelde
d9faf6f2f4
Fix build on macOS and Android after bc2e8d99
2017-11-25 10:42:20 +01:00
Zatherz
1937fd5e07
Add range to anisotropic filter level (1 to 16 with integer steps)
2017-11-25 06:49:23 +01:00
Indah Sylvia
ac92c147c6
Completed bc2e8d99e5
so that windows can be built
2017-11-25 11:12:07 +07:00
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
Ruslan Mustakov
d42c5646a5
Return and repair file logging
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And make it configurable, too.
2017-11-21 16:43:44 +07:00
Juan Linietsky
98cb49283d
Ability to change indirect light energy.
2017-11-19 21:46:00 -03:00
Rémi Verschelde
ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
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Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde
9fc0b23210
Merge pull request #13051 from akien-mga/check-gles3-support
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Check whether GL context supports the expected API
2017-11-20 00:13:28 +01:00
RoyBerube
4d5a87a422
Visual Studio project creation bug fix
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A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project.
This will only affect builds that use the 'vsproj=yes' option.
2017-11-19 13:56:48 -07:00
Rémi Verschelde
32c12a92a5
Add initial support for the XDG Base Directory spec
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513 .
2017-11-19 20:54:24 +01:00
Rémi Verschelde
c574be5566
Check whether GL context supports the expected API
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I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves
as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19 20:47:53 +01:00