mookiexl
0b12ebba11
Limit directional shadow draw distance, fixes #559 , optimization ( #1991 )
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* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
2016-10-03 12:28:32 +02:00
Rémi Verschelde
463a42c71e
Merge pull request #6606 from zaps166/don-crash-on-unsupported-gl
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Don't crach when OpenGL version is unsupported
2016-10-03 11:54:49 +02:00
Błażej Szczygieł
7b8fe97888
Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty
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If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).
2016-09-25 13:09:23 +02:00
Błażej Szczygieł
ca3b8deb78
Don't crach when OpenGL version is unsupported
2016-09-25 13:06:14 +02:00
knd
708a028ce8
removed redundant assign operation in mesh_add_surface: elem_count is reassigned a value before the old one has been used.
2016-09-21 05:23:42 +03:00
Rémi Verschelde
80861b7d59
Merge pull request #6414 from RandomShaper/improve-shader-shadow
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Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky
e2aad59b59
Merge pull request #5962 from Alex-doc/Y_billboard
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Implements Y billboard
2016-09-10 12:12:26 -03:00
Juan Linietsky
7a27d5d9e7
Merge pull request #6363 from vnen/winrt
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Fix the support for WinRT/UWP
2016-09-10 11:47:42 -03:00
Pedro J. Estébanez
0960887625
Expose light shadow color to canvas item shaders
2016-09-07 01:52:54 +02:00
Pedro J. Estébanez
b69e422af9
Rename misleading define
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The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-07 00:51:03 +02:00
George Marques
c9b82498b4
Fix drivers coding for WinRT
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- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2016-09-03 19:36:44 -03:00
Juan Linietsky
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Alex Piola
c3b9ef8229
Implements Y billboard
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Y billboard wasn't hooked up. This commit implements it.
2016-08-01 14:00:30 +02:00
Rémi Verschelde
a155342eca
GLES2: Check for GPU capabilities to display an error
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The engine will still segfault, but the error message should be displayed by the
OS in a blocking manner, so that it will only crash once users have acknowledged
the error dialog.
Closes #1162 .
2016-07-25 23:08:46 +02:00
Rémi Verschelde
b6ac91c0e6
Removed unused variables (first pass)
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Geequlim
fdf914e53e
Add texture region support for stylebox render
2016-06-05 00:45:53 +08:00
Juan Linietsky
8be2fabbe5
Changed import workflow
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Juan Linietsky
8043135e0d
missing default value
2016-05-04 12:46:37 -03:00
Juan Linietsky
fd6667a7dc
fix to avoid video texture scaling
2016-05-04 12:44:50 -03:00
Juan Linietsky
89d87294db
ability to shrink all images x2 on load
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this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
MSC
7a9998370f
free Material 'shadow_material_double_sided' on ::finish()
2016-04-03 19:24:14 +02:00
Rémi Verschelde
c9a401e541
Merge pull request #3694 from techtonik/patch-1
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Show driver information in verbose mode
2016-03-15 10:30:47 +01:00
Rémi Verschelde
aec4f57f95
Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
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Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
Saracen
24bc7d8db7
Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance.
2016-03-12 16:51:17 +00:00
Juan Linietsky
a3d6768199
Merge pull request #3958 from SaracenOne/cpu_skinning_path_fix
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Fix to CPU skinning path when using GPU skinning (meshes with morphs)
2016-03-08 15:34:36 -03:00
Saracen
7fecebd8a8
Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
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Conflicts:
servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
Saracen
23a4683879
Fix to CPU skinning path when using GPU skinning (meshes with morphs) causing modifications to root bone to have doubled offset and wasted performance.
2016-03-06 18:47:52 +00:00
anatoly techtonik
ba6858dd41
Show which video driver is used in verbose mode
2016-02-24 23:36:40 +03:00
Saracen
fe49ac19df
Fixed hardware-accelerated skinning support.
2016-02-24 02:16:20 +00:00
Saracen
de5281c398
Ability to colourize baked lighting in real time.
2016-02-06 18:03:20 +00:00
Juan Linietsky
f6a8a0f513
-Correctly flip BG texture if viewport is flipped, fixes #3507
2016-02-02 07:40:38 -03:00
Juan Linietsky
2fce78ad10
Correct viewport scaling with stretch mode viewport, fixes #1571
2016-01-24 00:46:26 -03:00
Rémi Verschelde
d67df42cc8
Merge pull request #2180 from sketchyfun/SketchyFun
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Billboards were displayed upside down when drawn to a render texture
2016-01-19 22:25:40 +01:00
Saracen
1cc5ccba1b
Allows vec4 shader uniforms to be set by quaternion variant type.
2016-01-13 22:09:07 +00:00
Juan Linietsky
6eb742d49f
-Make a rare corner case where disabling/reenabling mipmaps causes invalid texture state. Fixes #3102
2016-01-10 21:45:58 -03:00
Juan Linietsky
f6798d9d73
-Made tile parameter work, fixes #3167
2016-01-10 17:45:41 -03:00
Juan Linietsky
eca92bb7ac
make it impossible to shrink framebuffer < 0, fixes #2066
2016-01-02 21:08:57 -03:00
Juan Linietsky
8fb70142e4
Ability to use opacity on distance field textures, fixes #2148
2016-01-02 15:57:19 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
reduz
77b5b4f4df
removed some prints
2015-12-29 12:56:58 -03:00
Juan Linietsky
428984ec0c
-New mask mode for lights, makes using masks MUCH easier.
2015-12-08 20:25:08 -03:00
Juan Linietsky
e176bb6a7c
Merge pull request #2719 from SaracenOne/clipping_fix
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Canvas Clipping fix
2015-12-08 17:18:19 -03:00
Saracen
157b97b087
Extended clipping fix to missing clipping-related features.
2015-12-07 13:59:42 +00:00
Juan Linietsky
4b1f0afb01
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
Saracen
2cc52bc3ff
Modification to GUI in 3D demo to show resolved viewport clipping bug and small fix to bug causing viewport clipping to be inverted.
2015-11-19 23:47:25 +00:00
Saracen
dd00452997
Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
2015-11-18 23:18:10 +00:00
Juan Linietsky
0c3386b2ed
Merge pull request #2707 from akien-mga/master
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Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
f0aeb036d1
Merge pull request #2715 from SaracenOne/shader_fix_and_enhancement
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Write to 4-dimensional position access and shader graph code generation fix.
2015-11-18 19:36:47 -03:00
Juan Linietsky
0fd3e18818
Merge pull request #2724 from SaracenOne/disable_baked_light_sampling_on_shadeless
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Disable baked lighting sampling on shadeless materials.
2015-11-18 19:31:18 -03:00
Juan Linietsky
1ceefd4759
Merge pull request #2661 from romulox-x/lowMem2D
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Added low_memory_2d_mode
2015-11-18 19:12:34 -03:00