Commit Graph

791 Commits

Author SHA1 Message Date
Rémi Verschelde d08bf966eb Merge pull request #32280 from Chaosus/vk_shader_switch2
[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:59 +01:00
Yuri Roubinsky d51b7aafb5 [Vulkan] Implements switch flow control operator in shaders 2020-02-11 12:01:49 +01:00
Juan Linietsky bc3dbe8240 Properly working instancing, and compatibility fixing for old meshes 2020-02-11 12:01:33 +01:00
Juan Linietsky 123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky dc32083681 Proper texture reloading (was broken). 2020-02-11 12:01:25 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky 9d7b7f931b Reflection probes working 2020-02-11 12:01:21 +01:00
Juan Linietsky 69e83e4815 Directional light cleanup. 2020-02-11 12:01:21 +01:00
Juan Linietsky 88a7debbbc Directional lights and shadow mapping are functional. 2020-02-11 12:01:20 +01:00
Juan Linietsky 920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky 1d871f6226 Tonemapping ported (not all parameters supported yet, only enough to get correct color) 2020-02-11 12:01:09 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Rémi Verschelde f7aa7927e7 Merge pull request #31527 from Chaosus/vk_shader_array_support2
[Vulkan] Implemented local shader arrays
2020-02-11 12:00:53 +01:00
Yuri Roubinski ef50752292 [Vulkan] Implemented local shader arrays 2020-02-11 12:00:46 +01:00
Rémi Verschelde 86d0d88b42 Merge pull request #31526 from Chaosus/shader_bug_vk2
[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:16 +01:00
Yuri Roubinski 47c0ef3308 [Vulkan] Fix ternary operator shader compiler expression 2020-02-11 12:00:10 +01:00
Yuri Roubinski 95e8375efb [Vulkan] Implemented do/while loops for shaders 2020-02-11 11:59:51 +01:00
Juan Linietsky 8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky dc3b47f3ab Vulkan/RD rasterizer now does clean exit. 2020-02-11 11:58:16 +01:00
Juan Linietsky b52a2f3dfa Fix comment 2020-02-11 11:58:11 +01:00
Rémi Verschelde 6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky 6ecedd1e6c Add a system to properly update materials if the uniform set is gone (likely deleted texture) 2020-02-11 11:53:29 +01:00
Juan Linietsky 4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky 60c7498cee Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out. 2020-02-11 11:53:29 +01:00
Juan Linietsky 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky 8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky 50e9befb88 Changes to material required to add custom shaders in RD renderer 2020-02-11 11:53:28 +01:00
Juan Linietsky ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky a3f8ffac63 Use a special sampler for 2D shadows, so they are softer 2020-02-11 11:53:28 +01:00
Juan Linietsky f04359e70f 2D lighting seems more or less complete. 2020-02-11 11:53:28 +01:00
Juan Linietsky a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky 92b27bccf1 Changed allocation strategy of CanvasItem draw commands.
They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.

This should improve performance considerably.
2020-02-11 11:53:28 +01:00
Juan Linietsky 24b16f3bf0 Fix crash on import. 2020-02-11 11:53:28 +01:00
Juan Linietsky e3905f9af3 Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 836c2109a0 Changed my mind on Vulkan image API, images should now include mipmaps
This should make it easier to obtain the data directly from an Image
2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky 9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 2020-02-11 11:53:26 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Juan Linietsky 1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Rémi Verschelde 3a5f45a6d1 Merge pull request #35682 from nathanwfranke/canvas-cull-control-fix
Fix bug where canvas culls things at origin with size 0
2020-02-08 14:14:10 +01:00
nathanwfranke e5cb557b73 Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit
2020-02-07 14:43:27 -06:00
Rémi Verschelde cdce912de7
Merge pull request #35986 from Chaosus/shader_index
Allow non-constants for indexing builtin types in shaders
2020-02-07 20:45:57 +01:00
Rémi Verschelde a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Yuri Roubinsky 8469a383ec Allow non-constants for indexing builtin types in shaders 2020-02-07 18:41:26 +03:00
Yuri Roubinsky 3a70566b15 Prevent shader crash if invalid builtin used after array member accessor 2020-02-07 15:21:15 +03:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Yuri Roubinsky 2c4367441c Prevent shader crash when name conflict with "dus" and "__" occured 2020-02-01 12:38:52 +03:00
clayjohn 68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00
Yuri Roubinsky 3473a195fc Hides high-level functions from GLES2 shader autocompletion 2020-01-23 12:41:21 +03:00
Rémi Verschelde 46820527de
Merge pull request #35360 from Chaosus/restrict_uint_gles2
Disallow uint/uvec usage on GLES2 platform
2020-01-23 10:12:30 +01:00
Rémi Verschelde 37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Yuri Roubinsky 4c456ef979 Disallow uint/uvec usage on GLES2 platform 2020-01-20 18:59:35 +03:00
Yuri Roubinsky 3dea1c725e Clears completion_class in shaders (may cause troubles if not). 2020-01-19 16:35:54 +03:00
Yuri Roubinsky 1eb8d5e142 Added missing form of array constructor in shaders 2020-01-18 11:41:55 +03:00
Yuri Roubinsky 5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
clayjohn 3579187f90 Make texture_debug_usage thread safe 2020-01-12 15:22:54 -08:00
Yuri Roubinsky 1e154e0947 Fix nested break/return in shader switch statement 2020-01-10 11:57:56 +03:00
Rémi Verschelde 5edd1a27d2
Merge pull request #34671 from Chaosus/shader_hex_support
Support for hex numbers in shaders
2020-01-08 10:01:49 +01:00
Hugo Locurcio 0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Rémi Verschelde fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp 1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Yuri Roubinsky 99b92c885f Support for hex numbers in shaders 2019-12-29 12:19:10 +03:00
Rémi Verschelde 2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Rémi Verschelde e77c34ab4a
Merge pull request #34061 from Chaosus/fix_shader_const
Fix expressions for global constants in shaders
2019-12-03 08:53:55 +01:00
Rémi Verschelde 10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Yuri Roubinsky 8b8faf03d5 Fix expressions for global constants in shaders 2019-12-02 19:00:21 +03:00
PouleyKetchoupp e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
Bojidar Marinov 2952dc3fe2
Fix crash when disabling a YSort node
Fixes #33932
2019-11-27 10:47:11 +02:00
Marcel Admiraal 6c3be2ca74 Fix Visual Studio throwing C4146 warning. 2019-11-18 15:14:04 +00:00
PouleyKetchoupp 530665197f Fixed Particles restart after visibility has been set to off and on again
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.

Fixed #33476
2019-11-09 09:51:17 +01:00
Rémi Verschelde 341f37aaed
Merge pull request #33153 from raphael10241024/fix_occluder
fix occluders positions error under canvas_layer
2019-11-05 14:41:28 +01:00
Yuri Roubinsky 5e44b5be81 Prevents usage of unsupported texture shader types in GLES2 2019-11-03 13:41:15 +03:00
Yuri Roubinsky 6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
Yuri Roubinsky 1b003f3d64 Prevents shader crash on GLES2 if unsupported built-in has been used 2019-10-31 09:21:44 +03:00
Yuri Roubinsky 76eb486413 Added check if field name in the shader is equal to builtin 2019-10-29 15:37:19 +03:00
RaphaelHunter c4cea10402 fix occluders positions error under canvas_layer, close #32880 2019-10-29 14:51:58 +08:00
Yuri Roubinsky ef6161532d Fix shader crash if non-boolean expression inserted into "if" 2019-10-28 08:35:33 +03:00
Hugo Locurcio 701581d1d3
Improve error messages related to `shader_type`
The list of allowed shader types is now displayed if any
`shader_type`-related error is emitted.

This makes it easier to remember which shader types are allowed
when creating a new shader.
2019-10-26 17:43:14 +02:00
clayjohn 62fb462165 Properly free sky and lightmap caches in multithreaded server 2019-10-13 09:31:00 -07:00
Yuri Roubinsky ada4bcbe30 Fix invalid autocompletion pasting of shader param name 2019-10-08 18:33:22 +03:00
Rémi Verschelde 45577e4233
Merge pull request #32571 from DavidSichma/rect_flip
Correctly flip texture src region
2019-10-08 16:15:45 +02:00
Yuri Roubinsky 76324bec8d Prevent shader crash if name of variable overrides function name 2019-10-06 20:35:41 +03:00
Yuri Roubinsky d9087e1b44 Prevent shader crash if function call been used on constant 2019-10-06 18:20:05 +03:00
Yuri Roubinsky 5a5a062d61 Fix few redefinition name errors for variable/param/function in shaders 2019-10-06 17:27:28 +03:00
David Sichma f73e1fae37 Correctly flip texture src region 2019-10-05 16:51:06 +02:00
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
Rémi Verschelde 159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Rémi Verschelde fdc2463a1b
Merge pull request #32150 from luzpaz/typos
Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Rémi Verschelde 28265fb526
Merge pull request #31202 from azagaya/light-data
Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
Chaosus 1333ea2a2d Implement shader array support for varyings 2019-09-14 18:23:25 +03:00
azagaya b835868067 Create shadow_vec for altering shadow computation
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.

Add inverse light transformation to shadow vec, so it's not affected when rotating lights;

Added usage define for shadow vec.

For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
Yuri Roubinski 38601dd3e9 Fix shader crash when users miss the return statement 2019-08-28 11:32:33 +03:00
Yuri Roubinski 4dda253ee0 Implements switch to shaders 2019-08-23 14:43:09 +03:00
Rémi Verschelde 6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
2019-08-14 13:45:54 +02:00
Yuri Roubinski a525e3c5ce Implemented do/while loops for shaders 2019-08-13 18:39:55 +03:00
Yuri Roubinski 24417f1975 Force user to initialize local shader constants 2019-08-13 12:31:25 +03:00
IAmActuallyCthulhu 82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Cameron Reikes 9f7a166c35 Show that identifier found in function names 2019-08-09 21:15:33 -07:00
Michael Alexsander Silva Dias 5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
Rémi Verschelde 7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
Implemented local shader constants
2019-08-07 15:14:35 +02:00
qarmin e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Yuri Roubinski b24b3497d6 Implemented local shader constants 2019-08-05 10:35:53 +03:00
Rémi Verschelde 4c943cca2c
Merge pull request #30716 from qarmin/fixed_static_analiser_code
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 15:08:44 +02:00
qarmin aab8da25ad Fix some code found by Coverity Scan and PVS Studio 2019-07-23 09:14:31 +02:00
Rémi Verschelde fec28da0ad
Merge pull request #30349 from qarmin/fix_arvr_crash_at_exit
Fix ARVRServer crash at exit
2019-07-20 12:41:56 +02:00
Chaosus cfcc9ee9c1 Allows to use non-constants in the local shader array initializer 2019-07-16 08:04:49 +03:00
Chaosus 9379cbc774 Added local array initializer 2019-07-16 07:13:37 +03:00
Chaosus c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
Chaosus e7f5640632 Added missed "textureProjLod" shader built-in overload for 3D textures 2019-07-15 09:59:11 +03:00
hbina085 26c0609656 Make the default return value on crash explicit
Noticed that the error condition will return a NULL instead of something more explicit like "false".
Should make the code more readable at a glance.
2019-07-11 23:06:58 -04:00
Chaosus a2b2da2454 Removed invalid mix shader overloads 2019-07-11 17:16:26 +03:00
Chaosus 4083d0c784 Fix "not" shader function return type 2019-07-09 15:55:00 +03:00
Ibrahn Sahir 4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
geequlim 253cd73f1d Fix code completion for shader editor 2019-07-06 12:03:17 +08:00
qarmin a4ae7131c3 Fix ARVRServer crash at exit 2019-07-05 21:14:43 +02:00
Rémi Verschelde 916c5c1e4b
Merge pull request #30318 from bojidar-bg/28501-ysort-modulate
Ensure that nested YSort preserves intermediate modulate values
2019-07-05 09:41:11 +02:00
Bojidar Marinov c3495ef652
Ensure that nested YSort preserves intermediate modulate values
Fixes #28501
2019-07-04 17:57:47 +03:00
Bojidar Marinov f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde cf76b713cb
Merge pull request #24487 from Meirinha/master
Added UV and UV2 to shader function light() built-in, fixes issue #24120
2019-06-20 12:46:54 +02:00
Rémi Verschelde 6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio 786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Chaosus c2d4abf62e Added constant support to shaders
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
qarmin 66a36ba474 Fix some unincialised variables 2019-05-28 19:12:19 +02:00
Rémi Verschelde 01c41c782b
Merge pull request #28796 from clayjohn/GLES2-optimization
GLES2: Allow Viewports to render directly to screen
2019-05-24 17:31:44 +02:00
Rémi Verschelde 193837a8f5
Merge pull request #28829 from vreon/swizzle-up
Allow constructing larger data types by swizzling
2019-05-24 17:02:26 +02:00
Bastiaan Olij 3ea778e66e Implement shadow to opacity 2019-05-21 20:07:46 +10:00
Rémi Verschelde e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
clayjohn 65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
Rémi Verschelde 86a74e2cb3
Merge pull request #27798 from clayjohn/gles2-proj-mat-bug
Fixes bug when setting projection matrix in shader GLES2
2019-05-13 17:59:40 +02:00
Jesse Dubay 1b9d26765f Allow constructing larger data types by swizzling
GLSL allows the construction of larger data types by swizzling smaller
ones, but Godot shading language treated this as an error:

  vec2 test2 = vec2(0.0, 1.0);
  vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression

This commit updates the expression parser for the 2 and 3-component data
types accordingly.

Fixes #10496
2019-05-11 11:01:09 -07:00
Aaron Franke 702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Rémi Verschelde dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00