Marcel Admiraal
253d211102
Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings.
...
(cherry picked from commit d02143905f
)
2020-05-13 16:12:37 +02:00
Rémi Verschelde
d20485039c
Merge pull request #38453 from lawnjelly/ios_halffloat_hacky
...
GLES2 disable half-float project setting
2020-05-04 16:29:27 +02:00
lawnjelly
30a3f16e34
GLES2 disable half-float project setting
...
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.
This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
2020-05-04 13:11:23 +01:00
Pedro J. Estébanez
d8be5a9986
Add MODULATE builtin to canvas item shaders
2020-05-04 00:10:24 +02:00
Rémi Verschelde
01a085d05f
Merge pull request #38320 from lawnjelly/kessel_pr_light_join
...
GLES2 2D batching - item reordering, light joining and light modulate fix
2020-05-01 15:03:03 +02:00
Rhathe
768f4e684c
Enable setting of collision iterations in Physics2DServer
...
This allows fine-tuning of collision iterations for more
accurate collision physics with a performance cost.
2020-05-01 03:49:21 -04:00
lawnjelly
451c3fc0fb
GLES2 2D batching - item reordering, light joining and light modulate fix
...
Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test.
In situation with item:
A-B-A
providing the third item does not overlap the second, they can be reordered:
A-A-B
Items already contain an AABB which can be used for this overlap test.
1)
To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0).
2)
This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps.
In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful.
This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off.
3)
The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided.
4)
This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects).
5)
This PR also fixes #38291 , a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-05-01 07:47:33 +01:00
Rémi Verschelde
da68cece7f
Merge pull request #38338 from RandomShaper/time_rollback_3.2
...
Improve shader time roll over (3.2)
2020-04-30 09:07:34 +02:00
Rémi Verschelde
8d93303483
Merge pull request #37863 from ExpiredPopsicle/culling5
...
Fixed false positives in the culling system.
2020-04-30 08:05:11 +02:00
Pedro J. Estébanez
7cc0f181c9
Improve shader time roll over
...
- Resurrect it for GL ES 2
- Apply roll over with `fmod()` instead of resetting it to 0
- Expose the setting from the `VisualServer`, since it does not belong in any specific rasterizer
2020-04-29 22:33:03 +02:00
Rémi Verschelde
f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
...
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Kiri Jolly
2c6e859c2d
Fixed unbounded dual-paraboloid shadow map culling.
...
Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled.
This change just adds a back plane to the convex shape used for the culling volume.
2020-04-28 17:13:36 -07:00
Rémi Verschelde
008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
...
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
lawnjelly
72adefa5cf
Add frame diagnostics for GLES2 Batch renderer
...
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00
Marcel Admiraal
3e71992eda
Assign zero to range when ConvexPolygonShape2D is empty.
...
(cherry picked from commit 88d307df14
)
2020-04-16 12:57:22 +02:00
lawnjelly
b6d652367b
Items and draw calls added to IDE Monitor in '2d' section
...
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.
This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly
93af8e7d1b
Batching across z_indices
...
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items.
It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
2020-04-12 13:52:25 +01:00
lawnjelly
45b0b8bff8
GLES2 2d Batch rendering (across items)
...
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.
This PR batches across canvas items as well as within items.
The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00
Yuri Roubinsky
ee93c85ef1
Fix shader constant sorting
2020-03-31 14:32:33 +03:00
Rémi Verschelde
acd14e645a
Remove unused classes and stray headers
...
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
(cherry picked from commit 9d24541597
)
2020-03-25 11:38:54 +01:00
Yuri Roubinsky
4dd1eee769
Enables passing out built-in parameter from parent function in shaders
...
(cherry picked from commit 7a2c6a8c0e
)
2020-03-25 11:38:53 +01:00
Rémi Verschelde
cc70b2fa0a
Merge pull request #36342 from m4gr3d/external_texture_support_for_godot_3_2
...
Add support for opengl external textures
2020-03-17 16:29:14 +01:00
Michael Alexsander
bd2a2a7e40
Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
...
(cherry picked from commit 8c8c48a7ad
)
2020-03-06 23:51:26 +01:00
fhuya
30d738eda7
Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
2020-03-05 13:09:49 -08:00
Bastiaan Olij
0ab8889c0d
Exposing get_tracker_id for ARVRPositionalTracker to GDScript
...
(cherry picked from commit f0b1edef8b
)
2020-03-04 12:52:47 +01:00
Rémi Verschelde
ac63e5d613
Workaround WebM playback bug after AudioServer latency fixes
...
af9bb0ea15
fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes #35760 .
(cherry picked from commit da411d1625
)
2020-02-14 16:02:34 +01:00
Yuri Roubinsky
3b2490f19c
Prevent shader crash if invalid builtin used after array member accessor
...
(cherry picked from commit 3a70566b15
)
2020-02-14 16:02:21 +01:00
nathanwfranke
2d8289579a
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
(cherry picked from commit e5cb557b73
)
2020-02-14 15:56:12 +01:00
Yuri Roubinsky
0995696e08
Prevent shader crash when name conflict with "dus" and "__" occured
...
(cherry picked from commit 2c4367441c
)
2020-02-06 13:02:07 +01:00
Rémi Verschelde
bb6c0d3e8b
doc: Complete documentation for VideoStreams
...
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
clayjohn
eb5cb5d016
Add project setting for max irradiance size
2020-01-25 13:27:13 -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
Rémi Verschelde
837adb30fd
Revert "Exposes capture methods to AudioServer + documentation" #30468
...
Reverts the following commits:
- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
"Exposes capture methods to AudioServer, variable renames for
consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
"Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
"Fix to make sure the capture buffers are deallocated at shutdown.
Silences warnings."
Some documentation improvements were kept for pre-existing methods.
See rationale for reverting these changes in #30468 .
2020-01-20 13:18:01 +01:00
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
Rémi Verschelde
669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
...
Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
Rémi Verschelde
6fd4afa96b
Merge pull request #33615 from raphael10241024/fix_shape_change
...
refresh area2d collision when shape changes
2020-01-16 22:56:16 +01:00
clayjohn
041fa57a88
Add multimesh format max for proper error checking
2020-01-16 13:31:17 -08:00
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
Catchawink
86096313be
Fixed an issue with recording audio.
...
Prior to this fix, AudioEffectRecordInstance::init() was called before recording_active is set to true in AudioEffectRecord::set_recording_active(). This was setting is_recording to false in AudioEffectRecordInstance, because is_recording updates to the value of recording_active in AudioEffectRecordInstance::_io_thread_process(). To fix this issue, AudioEffectRecordInstance::init() is now called after recording_active is set to true.
2019-12-12 10:28:46 -05:00
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
4eff13d768
doc: Markup fixes for enums and constants
2019-12-06 23:09:20 +01:00
Rémi Verschelde
99b81aa1b9
Merge pull request #34039 from Eoin-ONeill-Yokai/multimeshfix
...
Added Missing Binding for `multimesh_create` to VisualServer
2019-12-05 06:49:43 +01:00
Eoin O'Neill
f7f7544997
Added method binding for `multimesh_create` that was missing from VisualServer class.
2019-12-04 16:00:18 -08:00
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
bruvzg
2ef8c5fac5
iOS modular build and export implementation.
2019-12-01 21:57:18 +02:00
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
RaphaelHunter
8330e70e2c
refresh area2d collision when shape changes, close #33369
2019-11-14 15:48:41 +08:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
...
Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c
Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation
2019-11-11 21:02:06 +11:00
Rémi Verschelde
2143f46df2
Merge pull request #33516 from qarmin/small_fixes
...
Memory leaks and crash fixes
2019-11-10 10:17:19 +01:00
Rafał Mikrut
7dda9309f9
Memory leak and crash fixes
2019-11-10 09:49:13 +01:00
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
621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
...
Game camera override
2019-11-08 10:02:18 +01:00
Marcel Admiraal
fea58321e6
Fix 'r1' (and r2) may be used uninitialized warning in eq.cpp.
2019-11-08 08:37:06 +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
Rémi Verschelde
d89f24b6c9
Merge pull request #33259 from Chaosus/remove_gles2_switch_op
...
Removed switch operator from GLES2 shader back-end
2019-11-02 19:28:18 +01:00
Yuri Roubinsky
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
Rémi Verschelde
af4fd9de9c
Merge pull request #33238 from qarmin/other_fixes
...
Fix some crashes, overflows and using variables without values
2019-11-01 22:12:47 +01:00
Rafał Mikrut
9ddb3265e1
Fix some crashes, overflows and using variables without values
2019-11-01 16:16:31 +01:00
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
Rémi Verschelde
5cdecb8227
Merge pull request #32845 from madmiraal/rigidbody-mode-change
...
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-25 23:36:17 +02:00
Rafał Mikrut
d468e28874
Fix leak in Physics2DServerSW
2019-10-24 20:12:46 +02:00
Erik
8b0546d93b
Implement game camera override
...
Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
Marcel Admiraal
13798746e7
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-15 07:41:13 +02:00
Rémi Verschelde
d0628180ae
Merge pull request #32799 from clayjohn/free_pools
...
Properly free sky and lightmap caches in multithreaded server
2019-10-13 19:44:04 +02:00
clayjohn
62fb462165
Properly free sky and lightmap caches in multithreaded server
2019-10-13 09:31:00 -07:00
Rémi Verschelde
5d63cf1610
Merge pull request #32767 from madmiraal/body2d-can_sleep-default
...
Fix mismatch between RigidBody2D and Body2DSW can_sleep defaults.
2019-10-12 14:06:46 +02:00
Marcel Admiraal
42a9ae7a82
Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults.
...
- Set Body2DSW can_sleep default to true.
- Set Body2D can_sleep default to true.
2019-10-12 12:11:11 +02:00
Saracen
dabaa11b3c
Fix to make sure the capture buffers are deallocated at shutdown. Silences warnings.
2019-10-11 23:40:43 +01:00
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
lawnjelly
236ce550c0
Showing and hiding geometry updates shadows
...
Showing and hiding geometry nodes was not showing or hiding their respective shadows. This fixes this by marking any affected lights as dirty.
Fixes #29856
2019-10-01 19:09:03 +01:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
...
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
Rémi Verschelde
4f294b958f
doc: Sync classref with current source
...
Fix a few missing bindings or unspecified argument names and default values.
2019-09-24 11:52:06 +02:00
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
qarmin
50be65bf43
Changed some code found by Clang Tidy and Coverity
2019-09-22 18:45:08 +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 Roubinsky
96ea1e6fb0
Merge pull request #31600 from Chaosus/shader_func_return_fix
...
Fix shader crash when users miss the return statement
2019-08-28 16:39:33 +03:00
Yuri Roubinski
38601dd3e9
Fix shader crash when users miss the return statement
2019-08-28 11:32:33 +03:00
follower
8499033354
Typo fix: "differt" -> "different"
2019-08-28 19:12:54 +12:00
Rémi Verschelde
f2777c04c3
Merge pull request #31596 from Chaosus/shader_switch
...
Implements switch flow control operator in shaders
2019-08-24 14:47:44 +02:00
Andrii Doroshenko (Xrayez)
718f09ad20
Fix uninitialized inertia value in Body2DSW
2019-08-23 20:13:57 +03:00
Yuri Roubinski
4dda253ee0
Implements switch to shaders
2019-08-23 14:43:09 +03:00
RaphaelHunter
74713fe970
Fix custom inertia in physics2d, closes#30838
2019-08-22 20:30:03 +08:00
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
Saracen
d8ba9f1824
Fix recording bus regression.
2019-08-12 08:10:56 +01:00
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
Rémi Verschelde
ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
...
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
Rémi Verschelde
af935af38d
Merge pull request #30468 from SaracenOne/expose_audio_capture
...
Exposes capture methods to AudioServer + documentation
2019-08-07 13:27:25 +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
507e41e698
Merge pull request #30999 from nekomatata/fix-regression-godot-physics
...
Fixed regression in Godot Physics
2019-07-31 19:47:33 +02:00
PouleyKetchoupp
53ac260d19
Reverted fix that makes sense for collision_solver_2d_sat but not for the 3d version
...
(original commit: aab8da25ad
)
Fixes #30886
2019-07-31 17:36:09 +02:00
IAmActuallyCthulhu
4e617d2ca2
Correct typo and format of comments
2019-07-30 16:43:07 -05:00
santouits
472cda9047
Remove physics thread getting the gl context
2019-07-27 22:08:10 +03:00
Michael Alexsander Silva Dias
12ae7a4c02
Update some dead links in the codebase
2019-07-23 21:06:12 -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
Rémi Verschelde
d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
...
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
Rémi Verschelde
df62bfdd49
Merge pull request #30548 from Calinou/tweak-audio-cutoff-property-hints
...
Tweak audio cutoff property hints to allow reasonable values only
2019-07-16 08:54:25 +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
Saracen
47c558b98a
Expose audio callbacks as signals.
2019-07-16 04:10:26 +01:00
Saracen
c81ec6f26d
Exposes capture methods to AudioServer, variable renames for consistency,
...
added documentation.
2019-07-15 15:12:29 +01:00
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
Hugo Locurcio
9387114ce1
Tweak audio cutoff property hints to allow reasonable values only
...
This also makes all cutoff property hints consistent.
This closes #29588 .
2019-07-12 22:44:17 +02:00
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
Rémi Verschelde
34d7484039
Merge pull request #30455 from qarmin/const_reference
...
Pass by reference to const
2019-07-10 15:43:15 +02:00
qarmin
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
Chaosus
4083d0c784
Fix "not" shader function return type
2019-07-09 15:55:00 +03:00
Rémi Verschelde
af80182016
Merge pull request #30407 from qarmin/small_fixess
...
Fixes minor issues found by static analyzer
2019-07-08 08:16:50 +02:00
qarmin
9a77d748c0
Fixes minor issues found by static analyzer
2019-07-07 23:08:51 +02:00
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
Rémi Verschelde
d40dbd6d11
Merge pull request #29951 from raphael10241024/add_physics_2d_optimize
...
add 2d physic optimization similar to 3d physics
2019-07-01 17:08:05 +02:00
Rémi Verschelde
6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
...
Fix some editor crashes
2019-07-01 14:59:29 +02:00
Rémi Verschelde
380bf04566
Merge pull request #29413 from YeldhamDev/global_rate_scale
...
Add 'global_rate_scale' to the AudioServer
2019-07-01 13:53:04 +02:00
Furkan Türkal
7d8d337b2c
fix some crashes
2019-07-01 14:28:29 +03:00
Rémi Verschelde
538c8eec15
Merge pull request #30117 from santouits/mt-pools
...
Free server id pools directly on closing
2019-06-27 15:15:15 +02:00
santouits
7aa4622222
Free server id pools directly.
...
When closing the game, we flush the command queue but after we are pushing the freeing calls of the id pool to the
command queue and they are never being run. Now we free them directly.
2019-06-27 03:25:36 +03:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
yakun.zhang
434fd71d2a
add 2d physic optimization simlilar to 3d physics
2019-06-21 19:33:01 +08:00
Rémi Verschelde
5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
...
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin
072e40368e
Fix always true/false values
2019-06-20 16:59:48 +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
5a29be31b3
Merge pull request #27188 from samH-FIT/MacroUpdate
...
Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
2019-06-19 22:59:49 +02:00
Rémi Verschelde
922a4f5413
Merge pull request #29901 from BastiaanOlij/fix_cameraserver_const
...
Made constants fully upper case in camera server
2019-06-19 20:20:47 +02:00
Michael Alexsander Silva Dias
1c2ba35074
Add 'global_rate_scale' to the AudioServer
...
Closes #28953 .
2019-06-19 11:36:46 -03:00
JohnJLight
38d3bfe971
Made use of semicolons more consitent, fixed formatting
2019-06-19 15:24:31 +02:00
Rémi Verschelde
30cbe28677
Merge pull request #27310 from KoBeWi/angular_dank
...
Make angular_damp of new Area nodes match the global default
2019-06-19 15:00:44 +02:00
Bastiaan Olij
4ebedb5f11
Made constants fully upper case in camera server
2019-06-19 22:24:54 +10:00
Rémi Verschelde
0eb8484c8a
Merge pull request #29037 from mdahlgrengadd/master
...
Make FFT size and oversampling adjustable in smbPitchShifter, add windowing to smbFFT
2019-06-19 12:31:09 +02:00
Rémi Verschelde
24ee8c3566
Add script to fix style issues and copyright headers
...
This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
2019-06-17 13:35:47 +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
Rémi Verschelde
c8db517993
Merge pull request #29316 from Chaosus/shader_const
...
Added constant support to shaders
2019-06-12 14:26:45 +02:00
Rémi Verschelde
30e8b53c38
Merge pull request #29680 from akien-mga/fix-headers
...
Add missing license headers
2019-06-11 19:01:40 +02:00
Rémi Verschelde
f18121824c
Add missing license headers
...
Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde
6d16f2f053
Fix error macro calls not ending with semicolon
...
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Martin Dahlgren
17adece6ad
Add windowing before FFT to avoid flickering spectrogram
2019-06-03 12:58:33 +02:00
Martin Dahlgren
f78c7377c9
Make FFT size and oversampling adjustable for pitchshifting
2019-06-03 12:56:45 +02:00
Chaosus
c2d4abf62e
Added constant support to shaders
...
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
Arthur Brainville
147b2403e4
audio_server.h : fix typo in comment (minor)
...
Line 152 : `//re-expose this her,` should be `//re-expose this here`
2019-05-30 13:47:18 +02:00
qarmin
66a36ba474
Fix some unincialised variables
2019-05-28 19:12:19 +02:00
Rémi Verschelde
6305030ee5
Merge pull request #29020 from raphael10241024/inertia
...
Fix some shape2d get_moment_of_inertia error
2019-05-28 10:23:55 +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
Martin Dahlgren
47f628a013
Fix getting max magnitude in AudioEffectSpectrumAnalyzer
2019-05-24 12:40:04 +02:00
Bastiaan Olij
3ea778e66e
Implement shadow to opacity
2019-05-21 20:07:46 +10:00
yakun.zhang
1808c5113a
Fix some shape2d get_moment_of_inertia error
2019-05-20 12:19:14 +08:00
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
Rémi Verschelde
0594db96a9
Merge pull request #28780 from bojidar-bg/x-audio-record-passthrough
...
Fix AudioEffectRecord messing up the effect stack by not writing to dst_frames
2019-05-13 13:50:34 +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
Bojidar Marinov
9285aad8b3
Fix AudioEffectRecord messing up the effect stack by not writing to dst_frames
2019-05-09 18:03:08 +03:00
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
262924296b
Merge pull request #27415 from aqnuep/kinematicbody_fixes
...
KinematicBody performance and quality improvements
2019-05-02 18:03:58 +02:00
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
clayjohn
e37d723695
fixes bug when setting projection matrix
2019-04-30 08:36:38 -07:00
LATRio
0562b78f40
Properly expose PhysicsServer methods
2019-04-30 20:42:07 +09:00
Rémi Verschelde
0327d57cfd
Merge pull request #27007 from BastiaanOlij/arvr_notifications
...
Send notifications to ARVRInterfaces
2019-04-30 12:05:46 +02:00
Rémi Verschelde
f40c62fa29
Merge pull request #27371 from ShyRed/fixdisabled2dcollisions
...
Allow adding disabled shapes
2019-04-30 11:43:11 +02:00
Rémi Verschelde
18e88c8563
Merge pull request #18992 from aaronfranke/mono-equal-approx
...
[Core] [Mono] Improve and use approximate equality methods
2019-04-29 10:16:46 +02:00
Juan Linietsky
c2027c8233
Added functions to further improve music timing
2019-04-27 14:05:16 -03:00
Juan Linietsky
af9bb0ea15
Clean up latency related functions
2019-04-27 12:23:05 -03:00
Bastiaan Olij
1a1b35721a
Send notifications to ARVRInterfaces
2019-04-27 08:39:21 +10:00
Aaron Franke
b659e1eb2b
Use approximate equallity methods in many places
2019-04-25 13:20:29 -04:00
ShyRed
a9d4cde0f5
Allow adding disabled shapes
...
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23 18:06:48 +02:00
Daniel Rakos
de33ef2d1b
Disable GI probe capturing lights with bake mode disabled
...
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
Hein-Pieter van Braam
5d33f241f0
Merge pull request #26064 from JFonS/add_frustum_camera_mode
...
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-23 06:20:13 +03:00
Hein-Pieter van Braam-Stewart
c52f890626
Don't try to statically allocate 2x 8193 pointers
...
Maximum stack size is only 8KiB, this will try to allocate 8193 *
sizeof(void*) * 2 = 131088 bytes on the stack. This causes a crash in
some cases.
2019-04-22 15:27:10 +02:00
Rémi Verschelde
a342131eba
Merge pull request #27673 from qarmin/small_fixes
...
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Rémi Verschelde
1120b0b2d3
Merge pull request #28200 from bojidar-bg/28115-ysort-breaks-shader
...
Fix nested YSort breaking "Use parent material"
2019-04-19 21:15:19 +02:00
Juan Linietsky
04847ef5f9
Added ability for multiple images to be imported as an atlas
...
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Bojidar Marinov
dd9bb6f186
Fix nested YSort breaking use_parent_material
...
Fixes #28115
2019-04-19 16:18:01 +03:00
Fabio Alessandrelli
d0f2b5c8ab
Bind AudioEffectSpectrumAnalyzer::FFT_Size enums
2019-04-16 18:00:19 +02:00
Juan Linietsky
e33764744c
Added generator audio stream, and spectrum analyzer audio effect
...
Made AudioFrame and Vector2 equivalent for casting.
Added ability to obtain the playback object from stream players.
Added ability to obtain effect instance from audio server.
2019-04-10 12:58:06 -03:00
Rémi Verschelde
5772f60f96
Merge pull request #27843 from bojidar-bg/27678-ysort-visibility
...
Do not YSort canvas items that are not visible
2019-04-09 17:15:27 +02:00
Rémi Verschelde
c8994b56f9
Style: Apply new changes from clang-format 8.0
...
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Bastiaan Olij
e0b703e3fe
Added eye_height, changed description and fixed size of viewport issue
2019-04-10 01:11:17 +10:00
Bojidar Marinov
11e62cdc79
Do not YSort canvas items that are not visible
...
Fixes an issue with nested YSorts not regarding visibility
2019-04-09 15:49:38 +03:00
Rémi Verschelde
a994db62df
Merge pull request #27644 from lupoDharkael/bus
...
Allow default audio bus layout modification
2019-04-08 11:06:35 +02:00
qarmin
856a8226a5
Small fixes, mostly dupicated code
2019-04-08 11:03:37 +02:00
Rémi Verschelde
4942e96897
Merge pull request #27527 from BastiaanOlij/render_ext_target
...
Add option to have viewport render into supplied texture (VR)
2019-04-07 11:11:50 +02:00
Rémi Verschelde
35f06eb437
Merge pull request #25630 from BastiaanOlij/arvr_positional_mesh
...
Added a mesh interface to the arvr positional trackers
2019-04-07 11:09:21 +02:00
Rémi Verschelde
3b697ce8d5
Merge pull request #26486 from marxin/fix-Wdeprecated-copy
...
Fix new GCC 9 warnings: -Wdeprecated-copy.
2019-04-06 18:21:18 +02:00
Rémi Verschelde
2db0613fb0
Merge pull request #25624 from nekomatata/texture-rect-flip
...
Add ability to flip TextureRect horizontally or vertically
2019-04-06 13:15:01 +02:00
Bastiaan Olij
8349d4fbd9
Add option to have viewport render into supplied texture
2019-04-06 08:24:58 +11:00
lupoDharkael
650b698f51
Allow default audio bus layout modification
2019-04-05 17:19:25 +02:00
Juan Linietsky
19a6a6286a
Ability to make CanvasLayers have pseudo 3D depth.
2019-04-05 10:25:51 -03:00
PouleyKetchoupp
8b84638322
Add ability to flip TextureRect horizontally or vertically
2019-04-03 13:05:29 +02:00
Tomasz Chabora
fc8ad59af3
Make angular_damp of new Area nodes match the global default
2019-04-01 21:42:06 +02:00
ShyRed
96093778ed
Remove hardcoded joint bias
...
Use user provided bias instead of hardcoded bias.
2019-03-27 19:21:07 +01:00
Daniel Rakos
6dd65c0d67
KinematicBody performance and quality improvements
...
With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.
List of fixes and improvements:
- Fixed a general bug in move_and_slide that affects both GodotPhysics and
Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
is disabled. Not sure where that came from, but looking at the 2D physics
code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
tests against individual shapes of compound shapes. This is crucial to get
good performance with Gridmaps and in general improves the performance
whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
module for KinematicBodies to also do broadphase on the sub-shapes of
compound collision shapes. This is possible thanks to the dynamic AABB
tree that was previously disabled and it's the change that provides the
biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
was completely broken previously, overwriting previous results and similar
non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
not respected at all, and the KinematicBody code for ray separation was
complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
used in the ray result array.
There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").
Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
2019-03-27 00:39:47 +01:00
Windy Darian
ff318d91ee
Fix bone aabb calculation, which caused a skeletal mesh culling issue
...
There was a bug that could result in most bone aabb boxes ending up with
tiny size upon import and mess up with culling of skeletal meshes. This
fixes it.
2019-03-14 00:35:53 -04:00
Rémi Verschelde
6c2283b2d4
Merge pull request #26660 from marxin/fix-25639-audio-negative-shift
...
Fix #25639 by not shifting a negative value.
2019-03-05 23:10:02 +01:00
marxin
c24f53d4f6
Fix #25639 by not shifting a negative value.
2019-03-05 21:32:18 +01:00
marxin
0e781aeacb
Fix #25641 by not shifting a negative value.
2019-03-05 21:18:46 +01:00
Rémi Verschelde
453d239a69
Merge pull request #26532 from aqnuep/texture_array_fixes
...
Fixed TextureArray and Texture3D issues
2019-03-04 15:09:11 +01:00
Juan Linietsky
34dd772054
Properly redraw if something animated is visible
2019-03-03 13:43:54 -03:00
Daniel Rakos
582f62c2b2
Fixed TextureArray and Texture3D issues
...
- Texture arrays and 3D textures weren't working previously due to an
incorrect number of calls to glTexImage3D with incorrect level parameters.
This change fixes that.
- Fixed the incorrect calculation of the byte size of layered textures.
- Added the layer count to the debugger info when viewing video memory usage.
2019-03-03 16:40:48 +01:00
Juan Linietsky
2f32a75d2e
Skeletons can now choose between using local or world coords for processing, fixes #26468
2019-03-03 12:24:00 -03:00
Rémi Verschelde
467f18b738
Fix style issues from recent commits
2019-03-03 12:45:20 +01:00
Rémi Verschelde
56520d7bd6
Merge pull request #26505 from marcelofg55/input_buffer_crashfix
...
Fix possible crash on AudioDriver::input_buffer_write
2019-03-02 23:51:24 +01:00
Marcelo Fernandez
f529649cec
Fix possible crash on AudioDriver::input_buffer_write
2019-03-02 19:41:45 -03:00
Juan Linietsky
1b8f56c099
Clean up and fix some situations where triangulation may fail, closes #26366
2019-03-02 12:04:24 -03:00
marxin
6be77da7eb
Fix new GCC 9 warnings: -Wdeprecated-copy.
2019-03-02 14:37:02 +01:00
Juan Linietsky
b84b015225
Make query checks less agressive, fixes #24694
2019-03-02 08:48:47 -03:00
Juan Linietsky
3f681b0681
Clean up blend shape support in GLES2 and GLES3.
2019-03-01 16:01:44 -03:00
Marcelo Fernandez
f04bff349b
Fix possible crash when AudioDriver::capture_start fails
2019-03-01 09:33:15 -03:00
Rémi Verschelde
09a541edd0
Merge pull request #26287 from JFonS/fix_25992
...
Use item_shadow_mask for LightOccluder2D culling
2019-02-27 21:28:31 +01:00
Rémi Verschelde
426a6fdc17
Merge pull request #26134 from marxin/fix-Wsign-compare
...
Fix -Wsign-compare warnings.
2019-02-27 09:22:47 +01:00
marxin
e5f665c718
Fix -Wsign-compare warnings.
...
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
Juan Linietsky
ffb9f342a5
Ensure implicit conversions for scalar constants work in shaders, closes #26239
2019-02-26 23:21:37 -03:00
Juan Linietsky
f669ebeeaf
-Properly handle missing ETC support on export
...
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
Juan Linietsky
5eeb06ffd1
-Remove harcoded opengl extension testing from OS, ask rasterizer instead.
...
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
JFonS
1c3a1165e5
Use item_shadow_mask for LightOccluder2D culling
2019-02-25 22:58:14 +01:00
Juan Linietsky
fd68bb2596
-Treat scalar conversions when calling functions as error, closes #24261
...
-Make shader editor display errors if exist when just opening it
-Make ShaderMaterial not lose parameters if opened in error.
2019-02-23 17:55:09 -03:00
Rémi Verschelde
24097811e4
Fix invalid change from CLAMP to MAX in #26099
...
CLAMP limits the value between the two bounds, so for unsigned ints
it should be replaced by MIN(val, max), not MAX.
The issue in voxel_light_baker.cpp was fixed in 4f697f7
.
Fixes #26170 .
2019-02-23 12:08:21 +01:00
Rémi Verschelde
726f31e992
Merge pull request #26132 from marxin/fix-Wignored-qualifiers
...
Fix warnings seen with -Wignored-qualifiers.
2019-02-22 09:55:27 +01:00
Rémi Verschelde
60fe9321ac
Merge pull request #26099 from marxin/fix-Wtype-limits-warnings
...
Fix all -Wtype-limits warnings.
2019-02-22 09:44:59 +01:00
Juan Linietsky
87b303aa95
Fixed bugs in test body motion and removed unnecesary test in move_and_slide. Fixes #25968
2019-02-21 17:21:36 -03:00
marxin
c11e7ffd0e
Fix warnings seen with -Wignored-qualifiers.
2019-02-21 20:24:29 +01:00
marxin
7de7f0ef17
Fix all -Wtype-limits warnings.
2019-02-21 19:34:35 +01:00
Rémi Verschelde
cac1a93d1b
Merge pull request #26103 from nekomatata/area2d-rectangle-collision-fix
...
Fixed Area2d input events ignoring the top and left edge of rectangle shape
2019-02-21 14:39:26 +01:00
PouleyKetchoupp
edcfe41bd5
Area2d rectangle collision check doesn't ignore the first pixel row and column ( fix #25462 )
2019-02-21 00:34:57 +01:00
marxin
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
...
Fixes #25316 .
2019-02-20 19:44:12 +01:00
JFonS
54b95b6c5a
Add FRUSTUM camera mode, allowing tilted frustums
...
This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.
This work was kindly sponsored by IMVU.
2019-02-19 17:48:08 +01:00
JFonS
964338b06b
Fix update of canvas AABB with update_when_visible
...
Ensure the AABB of canvas items is always updated when
`update_when_visible` is enabled.
2019-02-17 20:28:00 +01:00
Juan Linietsky
81e15358c0
Skip disabled shape when getting rest info. Fixes #25941
2019-02-16 16:32:30 -03:00
Juan Linietsky
6d4eaebe1e
Support multiple ray shapes in kinematicbody, fixes #25050
2019-02-16 16:15:22 -03:00
Juan Linietsky
ee464f56c4
Add a minimum treshold for acquiring rest contacts to avoid numerical precision issues. Fixes #25074
2019-02-16 13:45:01 -03:00
Juan Linietsky
f439b786ea
Allow kinematic bodies without shapes to still move, fixes #24775
2019-02-16 11:06:44 -03:00
Juan Linietsky
2e6c98058f
Make ray shapes not work with OWC. They don't make practical sense together. Closes #25532
2019-02-16 10:07:27 -03:00
Rémi Verschelde
5fc86026ca
Fix typos with codespell
...
Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Rémi Verschelde
75dae1b9a9
Drivers, main, servers: Ensure classes match their header filename
...
Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
(same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-02-12 14:39:47 +01:00
Rémi Verschelde
b7cc2bb1e2
Core: Ensure classes match their header filename
...
Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Juan Linietsky
cb09abdbbd
Fixed OWC for rigid bodies, closes #25732
2019-02-12 08:40:18 -03:00
Rémi Verschelde
13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
...
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Aaron Franke
3f837d5cc5
[Core] Rename Matrix3 file to Basis
...
The code already referred to "Basis", it's just the file name that was different for some reason.
2019-02-09 14:42:23 -05:00
Bastiaan Olij
005fb62284
Added a mesh interface to the arvr positional trackers
2019-02-06 21:03:43 +11:00
Hein-Pieter van Braam
d308eb091a
Fix many asan and ubsan reported issues
...
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Rémi Verschelde
5876c3f089
Revert " Deprecated Godot 3D physics engine"
...
This reverts commit 5de5a4140b
.
@reduz still intends to rework it in the future, and it's convenient to
test if issues are specific to Bullet or not, so we keep it around for
the time being.
2019-01-28 16:51:03 +01:00
Rémi Verschelde
d0f289b0d9
Merge pull request #25314 from marxin/fix-24417-class-memaccess
...
Fix class memaccess
2019-01-27 21:32:26 +01:00
Juan Linietsky
0c60d4c682
Properly get proxy texture size for canvas light, fixes #17067
2019-01-27 16:57:05 -03:00
Juan Linietsky
1253b9c038
Add a check to help find transforms that are passes invalid.
2019-01-26 19:10:11 -03:00
Rémi Verschelde
433b8ee526
doc: Sync classref with current source
2019-01-26 22:21:53 +01:00
Juan Linietsky
a1157e8c5f
Add "Apple" to the list of GPU vendors where depth prepass is disabled.
2019-01-25 11:48:28 -03:00
marxin
3e4dab5386
Use placement new in visual_server_scene.cpp ( #24417 ).
2019-01-25 12:41:55 +01:00
Juan Linietsky
46af4b0a4b
Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132
2019-01-22 10:05:23 -03:00
Rémi Verschelde
769341e180
Cleanup after @reduz :)
...
Fixes #25172 .
2019-01-21 11:12:55 +01:00
Juan Linietsky
d8b702b566
-Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
...
-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
Juan Linietsky
7478f468b2
Fixes to 2D lights, closes #24750
2019-01-17 10:40:36 -03:00
Rémi Verschelde
7d46dbb553
Merge pull request #24826 from bojidar-bg/24755-fix-ysort-bug
...
Fix a nested ysort invalid memory read again
2019-01-09 14:15:06 +01:00
Bojidar Marinov
d1406bfeb4
Fix a nested ysort invalid memory read again
...
Fixes #24755
2019-01-09 14:22:54 +02:00
Rémi Verschelde
a15620c83e
doc: Fix wrong references found by Sphinx and new makerst.py
2019-01-07 12:15:01 +01:00
Rémi Verschelde
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
...
Override GL_position
2019-01-04 15:40:05 +01:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij
c1a53d8b06
Always treat exponent as float
2018-12-30 13:10:58 +01:00
Bastiaan Olij
9f266cf7e5
Override GL_position
2018-12-29 23:56:50 +11:00
hedin
1dfdd6834e
fixes crash when Body2DSW doesn't have space
2018-12-27 19:29:47 +02:00
Rémi Verschelde
2e39e38c10
doc: Sync classref with current source
...
Fix various code formatting issues and argument names.
2018-12-27 11:10:18 +01:00
DiogoASTeixeira
13e8b5ed8f
Added UV and UV2 to shader function light() built-in
2018-12-19 20:22:52 +00:00
Bastiaan Olij
f3dd3c0830
Adding option to re-orient our sky
2018-12-15 19:41:34 +11:00
Rémi Verschelde
4148eed943
Merge pull request #24324 from volzhs/access-mic
...
Request mic access only when is needed
2018-12-14 08:57:22 +01:00
volzhs
7d387dc63f
Request mic access only when is needed
2018-12-14 06:40:13 +09:00
Rémi Verschelde
016092181c
Merge pull request #22910 from marcelofg55/nothreads_rec
...
Fix AudioEffectRecord not working without thread support
2018-12-13 21:11:02 +01:00
Marcelo Fernandez
7da55fb739
Fix AudioEffectRecord not working without thread support
2018-12-12 21:44:11 -03:00
Rémi Verschelde
c7cef29b00
Merge pull request #24218 from staddy/master
...
Disabled CollisionShape2D is not processed now
2018-12-12 16:39:45 +01:00
Stanislav
9edf98e841
Disabled CollisionShape and CollisionShape2D are not processed now
...
Fixes #24183
2018-12-12 17:48:35 +03:00
Rémi Verschelde
4fe5a1dbef
Merge pull request #24214 from marcelofg55/editor_audio_buses_fix
...
Fix EditorAudioBuses not updating when changing to a device with different channels
2018-12-12 13:55:21 +01:00
Rémi Verschelde
ac87560fda
Merge pull request #23469 from clayjohn/fragment_camera_matrix
...
Added CAMERA_MATRIX to fragment shader
2018-12-12 13:46:58 +01:00
Marcelo Fernandez
792786b4b7
Fix EditorAudioBuses not updating when changing to a device with different channels
2018-12-11 19:54:52 -03:00
Rémi Verschelde
37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
...
Make VIEW vector available in fragment shader
2018-12-11 20:44:41 +01:00
clayjohn
2042d6214e
make VIEW vector available in fragment
2018-12-11 09:44:38 -08:00
Rémi Verschelde
0a9a2b1d62
Merge pull request #24163 from clayjohn/light_uv_const
...
Make LIGHT_UV constant in canvas_item light shader
2018-12-11 15:25:18 +01:00
Rémi Verschelde
8fda8769d1
doc: Sync classref with current source
2018-12-04 21:57:07 +01:00
Bojidar Marinov
02b569297e
Fix error when adding children to YSort
...
If it weren't for this warning, it would have crashed in release builds.
Fix #23889 , fixup 6b8d6e3b07
2018-12-04 21:11:40 +02:00
clayjohn
4740dd343e
make LIGHT_UV constant
2018-12-04 10:10:47 -08:00
Rémi Verschelde
78cdbc54b0
Merge pull request #23994 from AndreaCatania/prec
...
Added function to control 6DOF precision
2018-11-28 10:30:47 +01:00
Juan Linietsky
af8d941c55
Added luminance capping to avoid glitches on small dots. closes #17996
2018-11-28 01:22:20 -03:00
Andrea Catania
a395d809a5
Added function to control 6DOF precision
2018-11-27 07:11:28 +01:00
Kanabenki
33a7fae127
Allow *= operator between vec and mat types in shaders
2018-11-24 18:57:29 +01:00
Juan Linietsky
631cf676c3
Removed noperspective (not in GLSL ES 3.0), do not write smooth if not specified. Fixes #20435
2018-11-21 23:07:09 -03:00
Juan Linietsky
10c3ba2c1b
Remove comments and corrected code, which exists for correctness but will likely never be used. Fixes #20362
2018-11-21 22:57:31 -03:00
Rémi Verschelde
3df9aa3339
Merge pull request #23878 from bojidar-bg/23775-ysort-crash
...
Fix YSort crash when removing a child
2018-11-21 15:35:03 +01:00
Bojidar Marinov
d2750ce593
Fix YSort crash when removing a child
...
Fixup of 8e4837f357
Fixes #23775
2018-11-21 15:01:11 +02:00
Juan Linietsky
d304228003
Do not draw particles if they are not processing at all, fixes #19507
2018-11-19 20:34:29 -03:00
Juan Linietsky
634aa4fc24
Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281
2018-11-19 10:43:29 -03:00
Rémi Verschelde
60ee61c7ff
Merge pull request #23742 from JFonS/fix_23698
...
Use hint_color when getting shader default params
2018-11-18 12:05:02 +01:00
Rémi Verschelde
5075e372f3
Merge pull request #23668 from sdfgeoff/fix_angular_constraints
...
Exposing more of bullets 6DOF spring constraints
2018-11-17 16:15:33 +01:00
Juan Linietsky
256bbd3561
Corrected some points discussed in #17491
2018-11-16 10:07:26 -03:00
Juan Linietsky
0b1e93ccd4
-Make sure monitorable cant be flipped while flushing queries, fixes #17330
...
-Also added set_deferred, this was missing.
2018-11-16 08:49:26 -03:00
JFonS
fb92c7b0fa
Use hint_color when getting shader default params
2018-11-16 12:20:23 +01:00
Juan Linietsky
66c6dfb3fd
Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250
2018-11-14 21:21:51 -03:00
Juan Linietsky
d2e642b2dc
Proper validation of out arguments in built-in shader functions, closes #16244
2018-11-14 18:56:19 -03:00
Juan Linietsky
55f5f4757e
Merge pull request #23248 from dlasalle/fog
...
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Juan Linietsky
984063cf0b
Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617
2018-11-14 09:32:39 -03:00
Dominique LaSalle
6eae6247e4
Add parameter for fog max depth and use alpha as density.
2018-11-13 17:19:11 -08:00
Juan Linietsky
65111ba996
Ability to remove buses while they are being used on 2D and 3D stream players. Fixes #15115
2018-11-13 18:17:19 -03:00