Rémi Verschelde
d08bf966eb
Merge pull request #32280 from Chaosus/vk_shader_switch2
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[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
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[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
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[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
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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
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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
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-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.
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* 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:
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-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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp
1591677eb8
Fixed antialiasing option for Polygon2D
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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
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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
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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
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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
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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
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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
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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
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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
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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`
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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
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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
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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
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Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
luz.paz
91ecd7b6a6
Fix misc. source comment typos
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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"
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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
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Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00