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
Aren Villanueva
402c24ec8b
iOS compile fixes.
2015-11-16 11:10:07 +11:00
Saracen
c1d19ad258
New shader feature: change the colour of shadows on a per-material basis.
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
2015-11-08 03:54:55 +00:00
Saracen
539bbd6654
Disable baked lighting sampling on shadeless materials.
2015-11-02 17:30:18 +00:00
Saracen
ff363c94db
Another clipping fix: default back to using window size to calculate clipping on viewports which don't have a rendertarget which fixes clipping on the editor viewport.
2015-11-02 16:48:11 +00:00
Saracen
5072134f41
Fixed canvas clipping on offscreen viewports.
2015-11-02 16:48:09 +00:00
Saracen
b54d96ceba
Added ability to write directly to 4-dimensional position vector from within custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
2015-11-02 16:03:31 +00:00
Rémi Verschelde
399b1b0474
Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39 )
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
romulox_x
b86e3c3402
added low_memory_2d_mode, to indicate when 3D post processing buffers and viewport depth buffers should not be allocated
2015-10-21 19:23:34 -07:00
Juan Linietsky
b59c86f6f9
-Ability to debug video memory usage
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-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
Juan Linietsky
5d86a25f4d
-some fixes to where screen is read from rasterizer
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-fixed bug in ogg vorbis looping
-properly flushing audiostream rb when stopping
2015-10-19 18:47:49 -03:00
Juan Linietsky
79e5ced7e6
-A little More control about pixel snapping in 2D
2015-10-13 15:53:34 -03:00
romulox_x
187c000ab5
removed unnecessary clear, which prevented root viewport from working right when told not to clear
2015-10-01 13:30:10 -07:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
steve
b0e5031f1f
ios now displays splash screen between launch image and main scene, instead of a black screen
2015-09-10 15:01:02 -07:00
Juan Linietsky
b0aa49accb
merged some stuff for okam
2015-09-03 23:24:55 -03:00
romulox_x
85e49d4e75
added support for mirrored repeat texture wrapping
2015-06-25 14:51:21 -07:00
Juan Linietsky
52308aba68
ability to change shadow color in light2d
2015-06-24 18:15:43 -03:00
BenH
d807a22981
Billboards were being displayed upside down when drawn to a render texture
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Render texture's view transforms seem to be inverted, so when drawing
billboards, the 'up' vector given to set_look_at() is also inverted and
so the billboard gets drawn upside down.
2015-06-24 21:06:31 +01:00
Juan Linietsky
4b35654a02
Update rasterizer_gles2.cpp
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fixed camera plane
2015-06-12 09:54:19 -03:00
Juan Linietsky
9e479065f5
new space shooter demo
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ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Juan Linietsky
9acab32daa
new file dialog!
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-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
2015-06-06 09:44:38 -03:00
Juan Linietsky
f4caddbc23
-corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), fixes #1775
2015-05-04 10:53:54 -03:00
Juan Linietsky
c45ffc2ca9
-fixed old condition in TextureFrame that caused bugs in materials, closes #1742
2015-05-01 12:16:51 -03:00
Juan Linietsky
5c6b31c024
-fixed broken lighting in release version of godot for isometric light demo, fixes #1697
2015-04-30 11:34:24 -03:00
Juan Linietsky
0adca0a7c9
-made normalmaps easier in 2D, fixes #1467
2015-04-27 08:11:54 -03:00
Juan Linietsky
52e2f4606f
-Objects with BlendMode!=MIX do not get affected by CanvasModulate, fixes #1724
2015-04-24 23:46:42 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
a5cbfbbcbb
-fixed relative path saving to file, fixes #1694
2015-04-18 16:33:31 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
3b434eacde
Fix clipping when used in viewport or inside another viewport, fixes #1661
2015-04-14 22:05:14 -03:00
Juan Linietsky
e573d3a945
fixed broken lighting, closes #1671
2015-04-12 20:41:25 -03:00
Juan Linietsky
f9906eeac8
-Fixed screen capture for viewports, added a screen capture demo, fixes #1529
2015-04-12 18:58:05 -03:00
Juan Linietsky
d148a03848
-Fixes bug in ShaderGraph material, when uniform property is not used, fixes #1634 and #1610
2015-04-09 00:29:21 -03:00
Juan Linietsky
b135cdbf05
Merge pull request #1531 from vkbsb/h5_canvas_polygon_fix
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H5 canvas polygon fix
2015-04-07 20:22:58 -03:00
Juan Linietsky
b36e41cb71
Added a PVRTC encoder for iOS
2015-04-06 21:48:20 -03:00
Juan Linietsky
5d99e15e43
fix shadow issue with lights in mix mode, i think fixes #1611
2015-04-03 14:36:10 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
68e42f53ba
Beta1 Attempt #1
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00
Juan Linietsky
76c2b9d812
fix shadow attenuation
2015-04-01 12:23:13 -03:00
Juan Linietsky
7fc4059b13
read depth fixes
2015-03-31 17:57:16 -03:00
Juan Linietsky
ad634876b5
fixes for light2d in androids that do not support
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read depth
2015-03-31 14:59:28 -03:00
reduz
7f8a0cddcf
fixes to shader to get most new demos working on mobile
2015-03-25 22:56:35 -03:00
V.VamsiKrishna
4fa71a6ee0
Removing Print statement effects perf.
2015-03-21 22:25:48 +05:30
V.VamsiKrishna
372fa5277c
Fix for canvas_draw_polygon on webgl.
2015-03-21 10:12:25 +05:30
Juan Linietsky
acc6f3b285
signed distance field font support
2015-03-21 00:43:33 -03:00
Juan Linietsky
53e1694e1e
New option to send canvas to render buffer
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allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Juan Linietsky
650e13f3cd
back buffer copy node, to improve on texscreen()
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back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
91744e9ed3
New Demo, Screen Space Shaders
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-Fixes to screen space shaders.
-Fixes to isometric light demo.
2015-03-10 00:53:50 -03:00
Juan Linietsky
09489e3a78
lot of work on 2D lighting and isometric maps
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
a0ee5cc353
time was not being set properly with the rest of the uniforms.
2015-03-02 19:21:46 -03:00
Juan Linietsky
a1f715a4da
support for 2D shadow casters
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Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
romulox_x
320700fc92
changed the blending function when using a transparent render target so that it blends properly
2015-03-01 15:44:02 -08:00
romulox_x
2ac767b1f5
changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0
2015-02-21 13:57:12 -08:00
Juan Linietsky
1d7337ba10
Merge pull request #1369 from not-surt/tile_rotation
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Tile Rotation
2015-02-21 15:37:02 -03:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00
Carl Olsson
196185d0be
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
Juan Linietsky
a49802ae33
-resolved shader set parameter bug, closes #1361
2015-02-14 14:54:58 -03:00
Carl Olsson
6a38ab1b43
Reorder tile transforms so transpose occurs before flips. Much more intuitive for flipping transposed tiles.
2015-02-13 10:56:53 +10:00
Carl Olsson
573ae5dd92
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
demos/2d/polygon_path_finder_demo/.fscache
2015-02-11 21:15:49 +10:00
Juan Linietsky
e74982e55e
fixes to skinned buffer
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should avoid targets with large objects using morphs
also skinned buffer size is properly customizable on project settings.
2015-02-10 19:14:22 -03:00
Juan Linietsky
a34d27438c
ability to customize max render elements
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should close #1339
2015-02-09 22:18:44 -03:00
Juan Linietsky
e7918ebbf2
Merge pull request #1281 from sanikoyes/Pr-fix-rtt-filters
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Pr-fix-rtt-filters
2015-02-09 21:24:09 -03:00
Carl Olsson
ee44664b2a
Merge branch 'master' of https://github.com/okamstudio/godot
2015-02-02 21:34:47 +10:00
Carl Olsson
c5bf43f6eb
Working TileMap tile transpose transform.
2015-02-02 21:27:48 +10:00
Juan Linietsky
c6eabbbec5
fixed world vertex issues in canvas item shader
2015-01-21 00:57:37 -03:00
Juan Linietsky
14ade5500f
Fixed bug in 3D material
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textures that failed to load should now load again properly
2015-01-20 23:58:47 -03:00
Juan Linietsky
da0d4e4dea
Fixes to texscreen, fixes to white testcube
2015-01-20 22:31:32 -03:00
Juan Linietsky
11c1756257
Visual Shader Editing for 2D
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Editing 2D shaders with visual editor seems to work now.
2015-01-20 20:36:25 -03:00
sanikoyes
75be78b370
Fix filter options not works in render target texture
2015-01-20 20:01:58 +08:00
Juan Linietsky
a0511ed59a
Color Ramp and Curve Map added to visual shader editing.
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Added Color Ramp and Curve Map to shader nodes.
Fixed an issue that crashed Godot Editor right when opened.
2015-01-19 02:39:58 -03:00
sanikoyes
ffe53061cd
Add missing shader function: refract
2015-01-14 00:28:18 +08:00
Juan Linietsky
2ef5a342e3
-begin work on unidirectional collision detection
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-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
2015-01-13 10:49:26 -03:00
Juan Linietsky
30d3658110
-fixed issue with shader not being reset on layers, closes #1199
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-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
Juan Linietsky
544ce2a1db
-Initial working(?) implementation of shaders for 2D. Lighting still not there though.
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Check for reference:
https://github.com/okamstudio/godot/wiki/shader
2015-01-12 10:19:09 -03:00
reduz
f3dc51fc69
2D shader progress
2015-01-11 20:52:42 -03:00
Juan Linietsky
66afddb3e8
-Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
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-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
8997084831
2D Rewrite Step [1]
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-=-=-=-=-=-=-=-=-=-
-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
2015-01-10 17:35:26 -03:00