Marcelo Fernandez
7e6b015769
Fix RtAudio driver buffer_size incorrect calculation
2017-08-27 10:00:35 -03:00
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
Hein-Pieter van Braam
cacced7e50
Convert Object::cast_to() to the static version
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Pedro J. Estébanez
d806ad4a3d
Implement custom thread numbering for POSIX
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For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage.
Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
2017-08-24 07:02:55 +02:00
Pedro J. Estébanez
a560a62118
Make OS::delay_usec() more reliable on UNIX
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Implemented with `nanosleep()`. `usleep()` is deprecated.
Also loops to ensure that __at least__ the requested time is waited, accounting for spurious interruptions.
May help in situations like reattempting to connect to the debugger.
2017-08-24 07:02:55 +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
Rémi Verschelde
df590fc2d3
Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments
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Removed unnecessary assignments
2017-08-22 00:58:12 +02:00
Rémi Verschelde
e9c43cecbf
Merge pull request #10433 from djrm/pr_svg_support
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SVG support
2017-08-21 23:49:07 +02:00
Juan Linietsky
247c2f7be3
Revert "Reworked change_dir to support symlinks"
2017-08-21 18:06:01 -03:00
Wilson E. Alvarez
738d2ab969
Removed unnecessary assignments
2017-08-21 15:15:55 -04:00
Juan Linietsky
0bdbe370bf
Implemented missing opaque prepass render mode, fixes #9452
2017-08-20 21:26:15 -03:00
Daniel J. Ramirez
da8fecf25e
Added support for SVG
2017-08-20 13:53:02 -05:00
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
Rémi Verschelde
22d21ebef0
Merge pull request #8144 from supagu/symlink
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Reworked change_dir to support symlinks
2017-08-17 11:50:21 +02:00
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
Rémi Verschelde
f2764dd15d
Merge pull request #10343 from Faless/html5_fixes_2
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Use precision for samples only when #version 300 es
2017-08-16 17:09:57 +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
Wilson E. Alvarez
21d281c4a9
Use const reference where favorable
2017-08-14 13:28:06 -04:00
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
Fabio Alessandrelli
f863c0ca14
Explicitily unsed AI_NUMERICHOST flag to fix HTML5
2017-08-11 19:39:36 +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
Rémi Verschelde
3121b3a4f4
Merge pull request #10141 from ISylvox/lower_case_godot_api
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Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00
bruvzg
839cb018b2
Re-revert #378b1e6 for s3tc
2017-08-07 14:59:14 +03:00
Indah Sylvia
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
bruvzg
20c90186be
Revert #378b1e6 for s3tc
2017-08-07 12:35:54 +03:00
Rémi Verschelde
2bb8ab7b89
Merge pull request #10045 from marcelofg55/audioserver_finish
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Fix double finalisation of audio drivers
2017-08-07 11:11:03 +02:00
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
Marcelo Fernandez
1ca107a057
Fix double finalisation of audio drivers
2017-08-02 11:45:19 -03:00
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
Karroffel
135c2112ad
added an optional parameter to OS symbol lookup
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
2017-07-27 11:13:21 +02:00
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
David Carlier
df87ad14d0
get_executable_path slight change to make it work under OpenBSD
2017-07-16 10:53:51 +01:00
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