Commit graph

257 commits

Author SHA1 Message Date
BastiaanOlij
c51ce72702 Added texture_get_texid 2017-05-20 10:09:36 +10:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Carter Anderson
212c6306a8 Fix get_shader_type index upper bound 2017-05-01 23:41:44 -07:00
Juan Linietsky
1c480698ce -Fixed crash with splash screen on windows
-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Juan Linietsky
7ba71fb243 Restored (And auto-generated) splash image 2017-04-09 20:03:38 -03:00
Juan Linietsky
fccf2816d4 -Fix eternal black screen on Windows
-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Juan Linietsky
4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Pedro J. Estébanez
5ff0924a93 Map POSITION to gl_FragCoord.xy for 2D shaders 2017-03-08 02:07:59 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Juan Linietsky
903a3aa5f0 a ton of bug fixes to the renderer 2017-02-16 08:55:43 -03:00
Kenneth Lorthioir
6961ed21bb Fixed compilation issues with Visual Studio 2017-02-08 18:14:52 -05:00
Juan Linietsky
6bfaa0f12c shadows were not working in-editor for nvidia, fixed now 2017-02-06 20:18:35 -03:00
Juan Linietsky
5cc63dee0f ability to adjust propagation in gi probe 2017-02-06 05:12:15 -03:00
Juan Linietsky
6f2e16306a Several bugfixes, improving the import workflow 2017-02-06 00:38:39 -03:00
BastiaanOlij
3a02df7739 Working on compile issues for iOS 2017-01-16 23:14:13 +11:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
35b404ba08 Unify naming of blendshape / morphtarget into just "Blend Shape" 2017-01-12 08:34:00 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
495d059a74 Merge branch 'master' of https://github.com/godotengine/godot 2017-01-05 09:18:03 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
BastiaanOlij
55d425807f First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
Juan Linietsky
76c2e8583e Merge branch 'master' of https://github.com/godotengine/godot 2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
lonesurvivor
8b8807e37d Improvement to y_sort: make clear which item has to be drawn first
when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
2017-01-03 10:35:30 +01:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
ed518ff713 Revert "small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate"
This reverts commit 4118b21e43.
Same rationale as previous revert.
2017-01-02 20:39:25 +01:00
Rémi Verschelde
86b0669f4c Revert "Add/expose VisualServer::get_default_clear_color()"
This reverts commit 753ba67d65,
in preparation from the merge of the gles3 branch, as the VisualServer
code changed too much to port this commit over during merge conflicts
resolution. It could be readded afterwards.
2017-01-02 20:32:52 +01:00
Juan Linietsky
2820b2d82b fix stupid bug in light downscaling for GI Probe 2017-01-02 14:09:42 -03:00
Juan Linietsky
c2a217c350 WIP particle system
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
reduz
f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
reduz
289bc881aa now it really works on window for real 2016-12-25 08:05:23 -03:00
reduz
0d4abf2aa3 fixed a horrible bug on Windows AMD, scenes saved until now in this branch
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky
3adb42e217 Fixed many more bugs reported by Valgrind 2016-12-23 08:47:16 -03:00
Juan Linietsky
4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
Juan Linietsky
f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky
37f558cd7b Some BRDF fixes 2016-12-21 14:22:17 -03:00
reduz
72b844c349 Godot works on Windows again.. 2016-12-21 02:29:58 -03:00
Juan Linietsky
075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Juan Linietsky
22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Juan Linietsky
18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
Juan Linietsky
8534ced22d Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
Patrick Reh
4118b21e43 small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate 2016-12-04 16:51:58 +01:00
Juan Linietsky
a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
Juan Linietsky
27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
Juan Linietsky
a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Juan Linietsky
a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
Juan Linietsky
7cf8d75cf8 WIP immediates and proper buffers swapping 2016-11-23 07:04:55 -03:00
Juan Linietsky
943d27f46d Instancing is working! (hooray) 2016-11-22 01:26:56 -03:00
Juan Linietsky
a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
Juan Linietsky
a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
Juan Linietsky
cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Juan Linietsky
6b2a27bbe5 shadow atlas allocation (work in progress) 2016-10-31 08:47:46 -03:00
Juan Linietsky
d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky
53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Rémi Verschelde
f5818c8e63 Merge pull request #6812 from RandomShaper/get-visualserver-clear-color
Add/expose VisualServer::get_default_clear_color()
2016-10-22 12:52:40 +02:00
Juan Linietsky
cb34b70df1 More scene work, can display a skybox 2016-10-21 07:27:13 -03:00
Juan Linietsky
4428115916 Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pedro J. Estébanez
753ba67d65 Add/expose VisualServer::get_default_clear_color() 2016-10-13 11:24:55 +02:00
Juan Linietsky
1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Juan Linietsky
850eaf7ed7 -the new shader language seems to work
-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00
Juan Linietsky
cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
a6e9dc6153 make editor update by tracking changes in visualserverraster 2016-10-03 23:46:24 -03:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Rémi Verschelde
80861b7d59 Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky
fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky
c5b7385110 Merge pull request #6250 from Ovnuniarchos/CursorHotspot
Mouse hotspot is now honored.
2016-09-10 12:07:08 -03:00
Pedro J. Estébanez
0960887625 Expose light shadow color to canvas item shaders 2016-09-07 01:52:54 +02:00
Juan Linietsky
fb4d6d1db0 More visual script improvements
-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
Ovnuniarchos
8fcd92c38a Mouse hotspot is not honored. 2016-08-23 07:57:04 +02:00
Johan Manuel
046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Juan Linietsky
0e6e0ed0e5 Merge pull request #5533 from Hinsbart/cursor_atex
Can use AtlasTextures as custom mouse cursor.
2016-07-10 12:41:57 -03:00
Rémi Verschelde
f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Andreas Haas
91add16300 Can use AtlasTextures as custom mouse cursor.
fixes #3957
2016-07-03 19:36:12 +02:00
Rémi Verschelde
c3bf11d4d4 Drop fully commented-out files
Part of #5272
2016-06-18 20:23:49 +02:00
Rémi Verschelde
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +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
-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
d3495b128a -Improve resource previews
-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
Hubert Jarosz
33403d91f7
remove trailing whitespace 2016-05-21 15:29:25 +02:00
Juan Linietsky
89d87294db ability to shrink all images x2 on load
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
Rémi Verschelde
aec4f57f95 Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
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
Hubert Jarosz
7b07bcaf44
fix six possible "divide by zero" 2016-03-09 00:18:23 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Saracen
7fecebd8a8 Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
Conflicts:
	servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
Nuno Donato
2d1de83434 refix particles3d issue, bringing down the amount limit to 1024 2016-02-16 08:56:31 +00:00
Nuno Donato
b3fadd66c8 * raised the max amount of particles to match the max number allowed in the inspector (prevents crash) 2016-02-12 11:45:26 +00:00