Rémi Verschelde
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Rémi Verschelde
1054c6edee
Merge pull request #12296 from tagcup/ggx_rename
...
Rename Schlick GGX to GGX.
2017-10-22 10:30:11 +02:00
Poommetee Ketson
2449d21671
AudioEffectFilter: lowercase dB property to db
2017-10-22 11:36:43 +07:00
Ferenc Arn
cb0bf1edea
Rename Schlick GGX to GGX.
...
Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Rémi Verschelde
01a5a8b86c
Merge pull request #12291 from RandomShaper/fix-raycast-naming
...
Rename RayCasts collision_layer to collision_mask
2017-10-21 23:44:46 +02:00
Rémi Verschelde
c9894669a9
Merge pull request #12290 from Noshyaar/enum
...
Bind unbound enums, rearrange some by value
[ci skip]
2017-10-21 23:08:36 +02:00
Pedro J. Estébanez
7b12ae39f2
Rename RayCasts collision_layer to collision_mask
...
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.
Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.
Fixes #7589 , where it's also discussed.
2017-10-21 22:17:47 +02:00
Poommetee Ketson
9cadb9e5f3
Bind unbound enums, rearrange some by value
2017-10-22 01:58:02 +07:00
Rémi Verschelde
6361e24f29
Cleanup unnecessary debug prints
2017-10-21 20:41:07 +02:00
Daniel J. Ramirez
d67e77e837
Fixed viewport transparent bg when clear mode is enabled.
2017-10-21 02:06:10 -05:00
Leon Krause
cf3919b228
Bind some VisualServer functions
2017-10-20 00:24:49 +02:00
Pedro J. Estébanez
7764640f22
Fix crash in shader parsing
...
...that would happen if incorrect syntax was found just after an opening square bracket.
Fixes #12046 .
2017-10-16 21:55:42 +02:00
Rémi Verschelde
3266ebbf4f
Merge pull request #12088 from Grosskopf/physics-server-docs
...
Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also minor Bugfix
2017-10-15 10:12:53 +02:00
Grosskopf
f8c7d32987
Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also a minor bugfix in the 3D Pinjoint.
2017-10-14 22:17:26 +02:00
Saracen
d030e6ee75
Expose 'request_frame_drawn_callback' to script.
2017-10-14 16:32:27 +01:00
Matt Hughes
3edd3cd377
Fix video playback
...
This adds support to
- VideoPlayer
- VideoStreamWebm
- VideoStreamTheora
2017-10-14 23:20:39 +09:00
BastiaanOlij
cc37d43f86
Redoing the ARVR GDNative interface as module and tighter implementation
2017-10-14 09:10:18 +11:00
Rémi Verschelde
36ca9c9251
Merge pull request #12027 from marcelofg55/collision_crashfix
...
Prevent a possible crash at collision_object_2d_sw.h
2017-10-13 13:58:05 +02:00
Marcelo Fernandez
79922be693
Prevent a possible crash at collision_object_2d_sw.h
2017-10-12 14:25:40 -03:00
Rémi Verschelde
064f2f4763
Merge pull request #12038 from Hinsbart/argument_names
...
Fix argument names in method bindings.
[ci skip]
2017-10-11 23:01:17 +02:00
Andreas Haas
d7b9847864
Fix argument names in method bindings.
...
Adds a couple of missing argument names.
2017-10-11 20:00:25 +02:00
Julian Murgia
819d9339c3
Bind VisualServer.sync() method to GDScript
...
This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94 )
2017-10-11 17:45:19 +02:00
Ignacio Etcheverry
740ef3dc97
Merge pull request #11954 from neikeq/d
...
Added 'exposed' field to ClassInfo for registered classes
2017-10-11 13:54:34 +02:00
Ignacio Etcheverry
0c2e882210
Adds 'exposed' field to ClassInfo
...
This field represents if the class is exposed to the scripting API.
The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize').
- Added missing registration of classes that are meant to be exposed.
2017-10-09 23:49:17 +02:00
Rémi Verschelde
8e9b99fe59
Merge pull request #11702 from AndreaCatania/bodyDS
...
Added new API to get body direct state
2017-10-09 11:01:36 +02:00
BastiaanOlij
ce74efacbb
Made a few tweaks to the interface
2017-10-06 20:35:55 +11:00
Hiroshi Ogawa
4501a30ce9
Fix GIProbe light visibility
...
- Fix https://github.com/godotengine/godot/issues/10535
2017-10-04 19:13:07 +09:00
Andreas Haas
5303efb2fa
Merge pull request #11659 from AndreaCatania/prephysics
...
Renamed fixed_process to physics_process
2017-10-02 23:10:36 +02:00
AndreaCatania
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
Juan Linietsky
d4e20555e8
Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
2017-09-29 18:56:52 -03:00
AndreaCatania
c56c67db39
Added new API to get body direct state
2017-09-29 17:33:30 +02:00
Indah Sylvia
392a94686c
Fixed typo: 'texure' to 'texture'
2017-09-29 04:40:01 +07:00
Juan Linietsky
4f39ce32b9
Fixes to light shaders, should work now..
2017-09-27 21:45:47 -03:00
Indah Sylvia
ffca222d17
Fixed Voice_Count issues in AudioEffectChorus:
...
- Setting voice_count value to 4 (MAX_VOICES) is now allowed
- Fixed slider glitch on setting voice_count value
2017-09-25 20:46:52 +07:00
Poommetee Ketson
09800ac650
AudioEffectLimiter: fix wrong soft_clip_ratio getter
2017-09-25 19:41:32 +07:00
Indah Sylvia
1ed5e75dd7
Removed print_line in Physics2DServerWrapMT::init()
2017-09-25 15:05:32 +07:00
Daniel Doran
d0c42da961
Discarding now works in shaders
...
"discard" has been added to the list of recognised keywords.
A flag specifing when discarding is allowed is now set correctly.
2017-09-24 01:37:53 -06:00
Juan Linietsky
81c9cfdc1b
Added light affect parameter to baked AO
2017-09-23 23:10:34 -03:00
Juan Linietsky
d3ea92257d
-Fixed redraw always on 3D viewprot bug
...
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
2017-09-23 17:28:28 -03:00
Marcelo Fernandez
46af050e93
Rename get_position => get_playback_position and seek_pos => seek on audio classes
2017-09-23 16:55:00 +02:00
m4nu3lf
0cb8d3ccbf
Fix wrong index in get_euler_xyz and wrong get_euler in G6DF Joint
2017-09-22 20:06:23 +01:00
m4nu3lf
d4452e3a65
Fix Inertia tensor update & Generic 6DOF Joint
2017-09-22 20:05:02 +01:00
Ferenc Arn
a6c3147c0a
Add inversesqrt to shader language.
2017-09-21 21:02:08 -04:00
Juan Linietsky
bf371dcb32
Added proximity and distance fade to SpatialMaterial
2017-09-21 15:20:28 -03:00
letheed
5ad9be4c24
Rename pos to position in user facing methods and variables
...
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
2017-09-20 13:11:10 +02:00
m4nu3lf
650d5630af
Avoid bias overrotation in contact resolution
2017-09-18 18:31:58 +01:00
Rémi Verschelde
53bbc046ee
Merge pull request #11252 from marcelofg55/fix_noaudio_crash
...
Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Juan Linietsky
d22ceeef1b
correction to one way collision code
2017-09-17 10:18:09 -03:00
Juan Linietsky
5886f810c2
fixes to one way collision, closes #10971
2017-09-17 09:39:03 -03:00
Rémi Verschelde
c74bab66aa
Merge pull request #11274 from Rubonnek/keep-argument-names-consistent
...
Renamed function arguments to keep them consistent between declaration and implementation
2017-09-17 12:53:48 +02:00
Thomas Herzog
7dffed485b
Merge pull request #11230 from maxim-sheronov/fix_enum_bindings
...
Fix enums bindings
2017-09-15 08:43:35 +02:00
Wilson E. Alvarez
072e379ffe
Renamed function arguments to keep them consistent between declaration and implementation
2017-09-14 13:49:15 -04:00
Marcelo Fernandez
7a4c0ff35e
Fix crash when no audio driver is available
2017-09-13 20:54:55 -03:00
Maxim Sheronov
0fffa45158
Fix enums bindings
...
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde
6ec9383706
Merge pull request #11125 from zavb074/master
...
Removed code that flips normal if facing away from test direction
2017-09-13 19:33:01 +02:00
Rémi Verschelde
e73e00d369
Style: Apply clang-format to @reduz's changes
...
[ci skip]
2017-09-13 09:13:34 +02:00
Marcelo Fernandez
730d36f350
Fixed issues with surround sound on audio server
2017-09-12 15:13:28 -03:00
Rémi Verschelde
aabbd00284
Merge pull request #10908 from hpvb/fix-unused-variables
...
Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Rémi Verschelde
2b50dc5d4f
Merge pull request #11057 from hpvb/fix-various-warnings
...
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
Rémi Verschelde
3941e01a57
Merge pull request #11041 from hpvb/fix-clang-format-error
...
Fix serveral recent new clang-format errors
[ci skip]
2017-09-12 11:16:36 +02:00
Poommetee Ketson
88fd69c9bb
Merge pull request #11142 from BastiaanOlij/arvr_signal_id
...
Added ID to tracker signals and property for storing hand
2017-09-12 05:10:35 +07:00
SaracenOne
92bbd2d713
Script access to formatted arrays and blend_arrays in meshes.
2017-09-11 06:53:34 +01:00
Bastiaan Olij
de309c426d
Added ID to tracker signals and property for storing hand
2017-09-10 16:25:12 +10:00
Pedro J. Estébanez
fbeb27b01d
Remove joint freeing logic from physics servers
...
Since joint resources are created by joint nodes and also they take care of freeing them, the physics server doesn't need to free bodies' joints explicitly.
The logic for clearing the constraints map/set is still relevant as there may be collision pairs and in their case its the server itself the one creating them and therefore releasing them.
2017-09-09 21:45:22 +02:00
Lewis
b11e145ddc
Removed code that flips normal if facing away from test direction
2017-09-09 20:08:35 +01:00
Hein-Pieter van Braam
b2a38854fd
Fix unused variable warnings
...
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Hein-Pieter van Braam
67a706fc1b
Fix various assorted warnings
...
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
Juan Linietsky
5ca3af3371
Ability to use a sky for reflection together with a background color.
2017-09-07 20:45:37 -03:00
Hein-Pieter van Braam
5e18967d77
Fix serveral recent new clang-format errors
2017-09-08 00:20:16 +02:00
Juan Linietsky
eedb39091a
Several fixes to directional shadows, closes #10926
...
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky
7eb8760477
Added support for for, break and continue. Closes #10560 , closes #10661
2017-09-05 15:25:34 -03:00
Juan Linietsky
adde89e8b1
-Added an optimization so physics shapes are configured later, speeds up grid map loading and editing
2017-09-03 14:54:15 -03:00
Juan Linietsky
281fb4e4fb
Added transmission shader parameter.
2017-09-03 10:30:37 -03:00
Poommetee Ketson
459f526119
Fix typos 'a' and 'an'
2017-09-02 21:19:06 +07:00
Rémi Verschelde
8e75e7311b
Merge pull request #10858 from letheed/add-shadow_filter-variant
...
add shadow_filter variant PCF7
2017-09-02 12:13:01 +02:00
Hein-Pieter van Braam
9c63ab99f0
Fix use of unitialized variables
...
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde
dac150108a
Merge pull request #10846 from hpvb/fix-sign-compare
...
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
Rémi Verschelde
3694c58d3c
Merge pull request #10775 from marcelofg55/buffersize_fixes
...
Corrections to audio buffer size calculations
2017-09-01 21:41:24 +02:00
Rémi Verschelde
5a69a663c7
Merge pull request #10864 from Noshyaar/pr-beginning
...
Fix typo 'begining' to 'beginning'
[ci skip]
2017-09-01 21:29:40 +02:00
Juan Linietsky
8f30c52a37
Removed ontop property, added a material rendering priority system. Fixes #9935 , closes #10135
2017-09-01 13:01:08 -03:00
Poommetee Ketson
69ccae3d99
Fix typo 'begining' to 'beginning'
2017-09-01 22:54:57 +07:00
Marcelo Fernandez
f231eadc9e
Corrections to audio buffer size calculations
2017-09-01 11:12:13 -03:00
letheed
3a188015be
add shadow_filter variant PCF7
2017-09-01 15:01:24 +02:00
Hein-Pieter van Braam
f9467ec1ea
Fix signed and unsigned comparisons
...
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
77ec304966
Fix special case where KinematicBody fails one way collisions by adding exclusion lists, closes #9729
2017-08-31 22:55:01 -03:00
Poommetee Ketson
e5aec72bae
Fix typo 'inetria' to 'inertia'
2017-09-01 01:32:29 +07:00
Rémi Verschelde
6dd6e05662
Revert "Fix shader function calls being assignable"
2017-08-31 14:19:27 +02:00
Rémi Verschelde
3b0b0a1d99
Merge pull request #7269 from Tugsav/simulator_renderer
...
Non-realtime simulation
2017-08-31 11:52:06 +02:00
Gustav Lund
417113edf3
Renderer/Simulator flags
...
Now hopefully with correct code style
2017-08-30 14:22:43 +02:00
Juan Linietsky
a1d7c496b9
Improved default directional shadow params, added bias split scale, closes #9828
2017-08-30 08:08:44 -03:00
Juan Linietsky
089cf8176e
removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677
2017-08-29 10:15:49 -03:00
Bojidar Marinov
839083789a
Fix #10723 , a regression from 7a07895
...
Using @akien-mga's patch
2017-08-29 14:32:01 +03:00
Rémi Verschelde
9450179ff0
Disable antialiasing for CanvasItem triangle arrays
...
Fixes #10461 and supersedes #10645 as suggested by @bruvzg.
2017-08-28 23:37:42 +02:00
Rémi Verschelde
456bee46de
Merge pull request #10676 from hpvb/speedup-_render_canvas_item_tree
...
Use memset to zero z_list
2017-08-28 23:08:50 +02:00
Rémi Verschelde
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
27c142a57b
Use memset to zero z_list
...
Using gprof I found the engine spending 10 - 20% of time in the
_render_canvas_item_tree function. The function profiles as using
about 0.09ms. Swapping the loop with two memset() calls reduces
the time spent in this function a lot, and the time per call to
about 0.02ms.
Likewise the render_canvas function was using ~10% of time, replacing
the loop there dropped per-call time from 0.22ms to 0.18ms.
2017-08-27 13:48:07 +02:00
Rémi Verschelde
9c71da00aa
Merge pull request #10590 from MasonAsh/fix-10589
...
Fix shader function calls being assignable
2017-08-27 02:11:46 +02:00
Wilson E. Alvarez
7a07895920
Added/Fixed null pointer checks
2017-08-26 16:58:47 -04:00