Thomas Herzog
da876907fd
[GLES2] fix canvas_item sampler allocation
2018-08-23 16:46:43 +02:00
Thomas Herzog
8e7454e5d7
enable hardware skeletons
2018-08-23 16:13:45 +02:00
elasota
35f6ba5c5d
BPTC support
2018-08-21 22:56:04 -04:00
Marcin Zawiejski
ca1c851dbd
Try closing gracefully before terminating process
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Use a Microsoft recommended way of process termination for the project
process run from the editor. This allows loaded DLLs to receive and handle
DLL_PROCESS_DETACH notification and cleanup any global state before the
process actually exits.
2018-08-20 22:41:06 +02:00
Marcin Zawiejski
bd5ff205b2
Revert "Batch GLES2 draw calls"
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This reverts commit f55039b194
.
The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
2018-08-20 02:10:14 +02:00
Thomas Herzog
b4ce1e3005
Merge pull request #20965 from dragmz/gles2_batching
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Batch GLES2 draw calls
2018-08-18 18:37:52 +02:00
dumitru.stama
5a74b15b3d
Removed the lines forcing black screen on android GLES2
2018-08-17 22:26:30 -07:00
Thomas Herzog
0ef85b55e0
[gles2] fix black bar artifacts
2018-08-15 17:12:21 +02:00
Rémi Verschelde
4c6cf97257
Merge pull request #20941 from codingHahn/fix-normals-on-shader
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Fix handling of normals that approach 1
2018-08-15 08:40:16 +02:00
Juan Linietsky
4e55835e48
Merge pull request #18096 from aaronfranke/master
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[Core] Split up math_2d.h
2018-08-14 18:58:32 -03:00
Marcin Zawiejski
ab1e460f53
Reduce verbosity for unsupported GLES2 bg modes
2018-08-14 15:11:19 +02:00
Marcin Zawiejski
f55039b194
Batch GLES2 draw calls
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Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
2018-08-14 10:47:16 +02:00
Rémi Verschelde
eef9c1f5b5
Merge pull request #20936 from marcelofg55/mingw_compile_err
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MinGW compile fix
2018-08-13 20:06:35 +02:00
Thomas Herzog
3d2984c962
[gles2] added ImmediateGeometry rendering
2018-08-13 16:16:23 +02:00
Nick Hahn
66eba18969
Fix handling of normals that approach 1
2018-08-12 12:45:43 +02:00
Marcelo Fernandez
a9f071c41b
MinGW compile fix
2018-08-11 22:51:16 -03:00
Marcelo Fernandez
eb3ab7cbbd
Fix compile error with PulseAudio driver and clang
2018-08-11 21:47:26 -03:00
Rémi Verschelde
73cf0fd305
Merge pull request #19106 from SaracenOne/audio_mic
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[WIP] Experimental microphone support
2018-08-11 15:24:41 +02:00
Aaron Franke
28fc195339
[Core] Change math_2d includes to vector2 includes where relevant
2018-08-10 14:59:29 -05:00
Juan Linietsky
ea3d997f9d
Revert "added get_creation_time function for gdscript"
2018-08-10 13:29:49 -03:00
Juan Linietsky
275e0d5ee4
Merge pull request #18914 from notwarp/master
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added get_creation_time function for gdscript
2018-08-10 13:28:47 -03:00
Marcin Zawiejski
a0afaaeeb9
Fix mat4 uniform writes
2018-08-08 21:39:43 +02:00
Thomas Herzog
1800664e80
Merge pull request #20805 from karroffel/gles2-misc-fixes
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unhacking some GLES2 code
2018-08-08 17:28:35 +02:00
Thomas Herzog
73fe08be2e
GLES2 refactors
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This commit unhacks some parts of the 3D rendering.
Most notably:
- possibility to use negative texture units
(no longer weird manual index allocation for user samplers)
- refactoring of light code, now sorts in a different way,
should yield better performance
- fixes a crash while saving (because of "Illegal instruction" execution)
when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08 17:09:44 +02:00
Juan Linietsky
b67f982723
Merge pull request #20681 from DavidSichma/master
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Keeping track of discard
2018-08-08 09:54:59 -03:00
Hugo Locurcio
31c12f05c4
Tweak the default SpatialMaterial properties
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Roughness is now set to 1 by default and albedo is now white,
even on meshes that do not have any materials defined.
This means there is no longer a visual difference between a
mesh with no materials defined and a mesh with a default
SpatialMaterial defined.
2018-08-07 17:04:30 +02:00
Juan Linietsky
edde52c8de
Added proper import support for 3D and Array textures
2018-08-06 14:56:06 -03:00
Juan Linietsky
07a982e614
Merge pull request #20597 from karroffel/tex3d
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add 3D textures
2018-08-06 07:20:00 -03:00
Marcelo Fernandez
05fc12ddb6
Add OS::open_midi_inputs and OS::close_midi_inputs
2018-08-04 10:07:46 -03:00
Marcin Zawiejski
477f496162
Fix uniform set for mat3 and mat4
2018-08-04 07:30:25 +02:00
David Sichma
c101dd5fa6
Keeping track of discard
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Shader compilation now keeps track of the discard key word.
Previously only variables were monitored. But discard, which needs
special treatment in some cases, went unnoticed by the compiler as
discard is not a variable but a flow control.
This commit adds monitoring for discard.
2018-08-02 21:55:02 +02:00
Thomas Herzog
b4d3f541e7
add 3D textures
2018-07-30 12:20:27 +02:00
Juan Linietsky
7b63c6323d
Clear color was not correctly being set, fixes #4939
2018-07-29 15:09:42 -03:00
SaracenOne
f045534f86
Merge pull request #7 from marcelofg55/audio_mic_mf2
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Added support for single channel inputs for PulseAudio
2018-07-27 23:40:35 +01:00
Marcelo Fernandez
913eec5b04
Added support for single channel inputs for PulseAudio
2018-07-27 17:28:41 -03:00
Saracen
d91183be52
Added pointer to WASAPI input_buffer_write method.
2018-07-27 19:34:07 +01:00
Marcelo Fernandez
597301db34
Renamed AudioDriver audio_input_* vars to input_*
2018-07-27 15:09:03 -03:00
Marcelo Fernandez
e5e4dbb6c9
Added support for single channel inputs for CoreAudio
2018-07-27 14:05:38 -03:00
Saracen
09eafaba62
Implemented capture device selection for PulseAudio (marcelofg55)
2018-07-27 16:50:13 +01:00
Saracen
0a877b58b8
Reset audio input during render device change to keep synchronisation.
2018-07-27 16:50:13 +01:00
Saracen
aca6e291d6
Fixed audio clipping on WASAPI by fixing argument order on AudioClient
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Initialize method ensuring a larger capture buffer and adding bounds
to the capture and stream.
2018-07-27 16:50:12 +01:00
Saracen
7142e1d3f7
Fix single channel capture devices on WASAPI.
2018-07-27 16:50:12 +01:00
Marcelo Fernandez
909cf03568
Fixed device capture switching for WASAPI driver
2018-07-27 16:50:11 +01:00
Marcelo Fernandez
2cf8da9d9f
Implemented capture device selection for CoreAudio
2018-07-27 16:50:11 +01:00
Marcelo Fernandez
061358d838
Modified Microphone implementation to handle only one device at a time (WIP)
2018-07-27 16:50:10 +01:00
Saracen
76fd9d215c
Fixes for microphone clipping and latency (marcelofg55)
2018-07-27 16:50:10 +01:00
Saracen
f85062495c
Experimental microphone support.
2018-07-27 16:50:09 +01:00
karroffel
b64171e79c
add initial GLES2 3D renderer
2018-07-27 14:15:46 +02:00
Hein-Pieter van Braam
0e29f7974b
Reduce unnecessary COW on Vector by make writing explicit
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde
e38051970c
Merge pull request #20448 from volzhs/duplicated-code
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Remove duplicated codes
2018-07-25 22:20:47 +02:00
Rémi Verschelde
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
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sync rasterizers with engine
2018-07-25 20:33:37 +02:00
volzhs
946be8be50
Remove duplicated codes
2018-07-25 23:34:25 +09:00
Rémi Verschelde
a501678ba1
Merge pull request #20154 from marcelofg55/midi_driver
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Added a new MIDIDriver class
2018-07-25 01:17:57 +02:00
Wilson E. Alvarez
a22e746bc3
Removed unnecessary assignments
2018-07-24 09:51:03 +02:00
Juan Linietsky
dc976cac57
Merge pull request #12678 from AndreaCatania/soft
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Soft body
2018-07-23 16:04:32 -03:00
AndreaCatania
17ebbfb56d
Implemented Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
Ibrahn Sahir
3e85e89dc5
correctly close handle in alsa audio driver.
2018-07-23 13:14:04 +01:00
AndreaCatania
fbf3ad2841
Added some API to visual server so from control VRAM buffer is more easy
2018-07-23 12:59:27 +02:00
Marcin Zawiejski
2d05ae39a2
fix disappearing lines in visual script editor
2018-07-23 09:07:32 +02:00
Juan Linietsky
4b549faaab
transmission was broken, fix was made. Also fixed treshold.
2018-07-22 14:04:11 -03:00
Juan Linietsky
ad88979841
Fix opaque pre pass not casting shadows
2018-07-22 13:18:27 -03:00
Rémi Verschelde
c579c48461
Merge pull request #20353 from dragmz/gles2_redundant
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Remove redundant uniform set call
2018-07-22 16:20:23 +02:00
dragmz
00180ef264
remove redundant uniform set call
2018-07-22 15:42:43 +02:00
dragmz
d2e909847d
initialize texture shrink to false by default
2018-07-22 15:09:00 +02:00
Rémi Verschelde
00dfc9c8eb
Shader lang: Properly assign INSTANCE_ID to gl_InstanceID
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Note that gl_InstanceID is not supported in OpenGL ES 2.0,
so in the gles2 backend we assign it to 0.
Also clean up some duplicates/commented out code.
Fixes #20088 .
2018-07-22 14:26:46 +02:00
Marcelo Fernandez
7a5f9fc08e
Added a new MIDIDriver class
2018-07-21 09:09:42 -03:00
Juan Linietsky
c69de2ba46
-Project/Editor settings now use new inspector
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Rémi Verschelde
7c9f7452f4
Style: Format code with clang-format 6.0.1
2018-07-18 16:27:03 +02:00
Alex Roman
2ce1118faa
Add disable ambient light flag to shaders and materials
2018-07-17 21:30:43 +02:00
Marcelo Fernandez
9f6536bd0a
Add Audio Server profiling time to the profiler
2018-07-17 10:11:56 -03:00
Juan Linietsky
de910f8c26
Finally figured out how to implement AnimatedTexture properly.
2018-07-16 11:43:49 -03:00
Max Hilbrunner
ed55fb538a
Merge pull request #20096 from CptPotato/19163-aces-whitepoint
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Fix missing whitepoint for ACES tonemapping
2018-07-12 18:02:53 +02:00
alex-poe
37357c86cd
reformatted and restructured tonemap.glsl
2018-07-12 17:10:00 +02:00
Max Hilbrunner
a889e0d7f3
Merge pull request #20102 from marcelofg55/coreaudio_dispose
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Properly cleanup up CoreAudio unit using AudioComponentInstanceDispose
2018-07-12 05:22:18 +02:00
Max Hilbrunner
40f38216cf
Merge pull request #19707 from toger5/fix_clipping_vflip
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fix clipping with v_flip fixes : #18600
2018-07-12 05:05:56 +02:00
alex-2b17x4
7fe75bb43b
added 'whitepoint' to ACES tonemapping
2018-07-11 15:59:14 +02:00
Marcelo Fernandez
de9a77ebde
Properly cleanup up CoreAudio unit using AudioComponentInstanceDispose
2018-07-11 08:38:32 -03:00
karroffel
3d33da19bd
fix wrong loop condition in MultiMesh allocation
2018-07-10 23:13:59 +02:00
Leon Krause
ae5ef9f0c5
Fix dummy renderer for CPU particles
2018-07-10 04:24:43 +02:00
Juan Linietsky
7dcaabaf19
Support for CPU based particles, which aids compatibility with OpenGL ES 2.0
2018-07-06 20:21:42 -03:00
JFonS
4421a6661d
Move light 2D rotation to vertex shader
2018-07-05 11:12:04 +02:00
JFonS
ac18444c7e
Fix regression of 2D light height
2018-07-04 23:31:27 +02:00
Rémi Verschelde
dfc4ca9f6a
Merge pull request #19807 from JFonS/fix_light_vec_rotation
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Fix rotation of 2D lights
2018-07-04 15:15:23 +02:00
Rémi Verschelde
92bfde531c
Merge pull request #19786 from JFonS/correct_normal_scaling
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Add render mode to ensure correct normals when using non-uniform scaling
2018-07-04 15:09:59 +02:00
Max Hilbrunner
5af08779b9
Merge pull request #19682 from dragmz/particles_redraw_fix
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Prevent redraws when an inactive Particles2D node is present
2018-07-03 16:13:33 +02:00
Rémi Verschelde
8ce6444f59
Fix server build after 7fc23675
2018-07-03 13:53:00 +02:00
Juan Linietsky
7fc2367508
Added ability for SSAO to affect AO textures too
2018-07-02 16:50:52 -03:00
JFonS
c8cf71753c
Add render mode to ensure correct normals when using non-uniform scaling
2018-06-21 00:12:12 +02:00
Marcin Zawiejski
f6f7ada91b
prevent redraws when an inactive Particles2D node is present
2018-06-20 22:44:11 +02:00
JFonS
e9a3cf8feb
Fix rotation of 2D lights
2018-06-19 11:24:51 +02:00
toger5
b4b7ca89f5
fix clipping with v_flip fixes : #2929
2018-06-16 22:55:21 +02:00
nemerle
7d9a55bdc5
A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='
2018-06-13 15:49:13 +02:00
Gustav Lund
35eb7f2d6a
Rasterizers are now in sync with engine
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The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Fabio Alessandrelli
69817232ff
Set SO_BROADCAST socket option for UDP sockets.
2018-06-05 12:14:18 +02:00
Rémi Verschelde
43b7ebf0a0
Style: Apply clang-format (5.0) to some missed files
2018-05-31 09:00:37 +02:00
Bastiaan Olij
6c649bd785
Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixes
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Fixed generating radiance texture when using viewport texture for sky
2018-05-27 19:53:10 +10:00
Max Hilbrunner
130fd6bcb8
Merge pull request #18279 from RandomShaper/allow-naive-http
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Allow body-up-to-EOF HTTP responses
2018-05-26 19:58:39 +02:00
Max Hilbrunner
98dd2b3c79
Merge pull request #18884 from bojidar-bg/17698-screentex-bug
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Fix a corner-case bug in _copy_texscreen in the gles3 renderer
2018-05-26 18:20:15 +02:00
Pedro J. Estébanez
2587fcccee
Allow body-up-to-EOF HTTP responses
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Implements the same heuristic as Curl (and web browsers): if no `Content-Length`, no `Connection: keep-alive` and no chunked transfer encoding, assume th rest of the data until EOF is the body, gracefully setting the HTTP client back to the disconnected state.
Theoretically, this is not compliant with HTTP 1.1, by which `keep-alive` is the default, but in practice, an explicit header is sent by servers.
2018-05-22 15:08:31 +02:00
Bastiaan Olij
f4638d16f1
Fixed generating radiance texture when using viewport texture for sky
2018-05-19 12:37:26 +10:00