Commit Graph

161 Commits

Author SHA1 Message Date
Rémi Verschelde 2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
Rémi Verschelde 6a4e7198c5 Style: apply clang-format (5.0.0) to current source 2017-12-11 15:31:49 +01:00
Rémi Verschelde 9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
Marcelo Fernandez 647c4ae5bf Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-18 12:10:21 -03:00
Rémi Verschelde 938dc07b2b Merge pull request #7912 from RandomShaper/pause-rasterizer-2.1
Implement time scaling for the rasterizer (2.1)
2017-08-17 11:43:58 +02:00
Marcelo Fernandez 45096ee62c Add missing NULL checks to prevent possible crashes on _add_geometry 2017-08-06 10:37:37 -03:00
Rémi Verschelde 8536d21931 Merge pull request #9101 from RandomShaper/filtered-texscreen-2.1
Add option for filtered texscreen (2.1)
2017-06-15 13:35:33 +02:00
Pedro J. Estébanez 8e4c60756a Add option for filtered texscreen 2017-06-08 20:19:04 +02:00
George Marques c51f54749f
Fix drivers coding for WinRT
- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
  for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2017-06-07 11:36:00 -03:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
elasota 5d691350c4 Fixed "unshaded" flag not being updated if light_type and receive_shadows_state didn't change. 2017-03-24 20:27:06 -04:00
Pedro J. Estébanez b4119f4fe9 Implement time scaling for the rasterizer
which affects 3D particles and the TIME uniform
2017-03-20 19:58:22 +01:00
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde dbf0137576 Style: Fix statements ending with ';;'
(cherry picked from commit f44ee891be)
2017-03-18 21:14:33 +01:00
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Pedro J. Estébanez 490f51a202 Fix error when fragment and lighting code share an uniform 2016-12-21 02:24:47 +01:00
mookiexl f63b338e0f Limit directional shadow draw distance, fixes #559, optimization (#1991)
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
(cherry picked from commit 0b12ebba11)
2016-10-09 17:33:20 +02:00
Błażej Szczygieł a827734e03 Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).

(cherry picked from commit 7b8fe97888)
2016-10-09 17:22:01 +02:00
Błażej Szczygieł f4f5855168 Don't crach when OpenGL version is unsupported
(cherry picked from commit ca3b8deb78)
2016-10-09 17:21:48 +02:00
Błażej Szczygieł f4da1e9ed2 Add compatibility with old OpenGL 2.1 drivers
If ARB_framebuffer_object is not supported, try to fall-back to
EXT_framebuffer_object if present.

In current version of godot, the way framebuffers are used is backward
compatible with the older EXT_framebuffer_object extension.

Fixes #6591
Done with SuperUserNameMan

(cherry picked from commit a27fafb273)
2016-10-09 17:21:41 +02:00
knd b9399e93ad removed redundant assign operation in mesh_add_surface: elem_count is reassigned a value before the old one has been used.
(cherry picked from commit 708a028ce8)
2016-10-09 17:20:20 +02:00
Pedro J. Estébanez ffe5ecd67d Rename misleading define
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.

(cherry picked from commit b69e422af9)
2016-09-18 23:10:26 +02:00
Rémi Verschelde a155342eca GLES2: Check for GPU capabilities to display an error
The engine will still segfault, but the error message should be displayed by the
OS in a blocking manner, so that it will only crash once users have acknowledged
the error dialog.

Closes #1162.
2016-07-25 23:08:46 +02:00
Rémi Verschelde b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +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 8043135e0d missing default value 2016-05-04 12:46:37 -03:00
Juan Linietsky fd6667a7dc fix to avoid video texture scaling 2016-05-04 12:44:50 -03:00
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
MSC 7a9998370f free Material 'shadow_material_double_sided' on ::finish() 2016-04-03 19:24:14 +02:00
Rémi Verschelde c9a401e541 Merge pull request #3694 from techtonik/patch-1
Show driver information in verbose mode
2016-03-15 10:30:47 +01:00
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
Juan Linietsky a3d6768199 Merge pull request #3958 from SaracenOne/cpu_skinning_path_fix
Fix to CPU skinning path when using GPU skinning (meshes with morphs)
2016-03-08 15:34:36 -03:00
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
Saracen 23a4683879 Fix to CPU skinning path when using GPU skinning (meshes with morphs) causing modifications to root bone to have doubled offset and wasted performance. 2016-03-06 18:47:52 +00:00
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
Billboards were displayed upside down when drawn to a render texture
2016-01-19 22:25:40 +01:00
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
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
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
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