Commit Graph

1870 Commits

Author SHA1 Message Date
clayjohn e3a9af2db1 Fix SSS affecting Sky 2020-04-11 01:20:24 -07:00
clayjohn 621f6f09a8 Add proper quality settings to soft shadows 2020-04-10 23:09:17 -07:00
Juan Linietsky d06f8ef75a Shows proper scene render time in editor info
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10 14:19:30 -03:00
Rémi Verschelde 1e5f0d402b
Merge pull request #37383 from WARIO-MDMA/godotphysics-rename
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
2020-04-10 12:39:26 +02:00
Rémi Verschelde a152ef9a10
Merge pull request #37662 from qarmin/rasterizer_server_last
Free items before finishing rendering server
2020-04-10 11:50:13 +02:00
Rémi Verschelde c2f0d58c36
Merge pull request #37722 from reduz/implement-softshadows
Support light size and soft shadows
2020-04-10 10:24:57 +02:00
Juan Linietsky 6a730ffeab Support light size and soft shadows 2020-04-09 15:11:15 -03:00
Bastiaan Olij afc8c6391c Renaming all ARVR nodes to XR 2020-04-09 15:33:01 +10:00
Rémi Verschelde 23d786d6fb
Merge pull request #36919 from nekomatata/android-vulkan-rendering
Vulkan rendering support on Android
2020-04-09 00:16:26 +02:00
WARIO-MDMA 6d5c6ffbe0 Rename "GodotPhysics" to "GodotPhysics{2D,3D}" 2020-04-09 03:13:33 +10:00
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
PouleyKetchoupp e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
Hugo Locurcio bcaf853767
Tweak rendering quality property hint strings for consistency
- Include a performance indication for all hints, not just for
  non-default values.
- Fix leading/trailing whitespace in some property hints.
2020-04-07 20:01:13 +02:00
qarmin b5fd03fc36 Free items before finishing rendering server 2020-04-07 19:12:07 +02:00
qarmin 853f677c7e Fixed leak with SpecularMergeShaderRD 2020-04-04 17:48:30 +02:00
Juan Linietsky c54f80d35c Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
Rémi Verschelde aeb95ef006
Merge pull request #37438 from clayjohn/VULKAN-sky-invert
Invert Sky subpass cubemap z direction
2020-04-03 15:59:26 +02:00
Ignacio Etcheverry 27ddb27da8 Fix C# bindings after recent breaking changes 2020-04-03 01:38:48 +02:00
Rémi Verschelde 6a38ce1b31
Merge pull request #37512 from reduz/implement-ssr
Re-Added screen space reflection.
2020-04-02 17:17:27 +02:00
Juan Linietsky 87c658b304 Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde 5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut 359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde 516b3bb88f Fix Clang warnings on Windows
Fixes #37490.
2020-04-01 16:28:20 +02:00
Rémi Verschelde 96e654335a
Merge pull request #37481 from ThakeeNathees/bind-method-typo
some typo in method binds fixed
2020-04-01 12:57:26 +02:00
Thakee Nathees cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Rémi Verschelde 0a2fa4d892 Fix more -Wmaybe-uninitialized warnings with target=release_debug
I have no idea why those don't get triggered in target=debug builds.

Fixes #37461.
2020-03-31 13:52:42 +02:00
Rémi Verschelde e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
clayjohn be9235e499 Invert subpass cubemap z direction 2020-03-30 10:42:45 -07:00
Rémi Verschelde eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Juan Linietsky 89e1263117 Move glow upscale quality to a global setting, for consistency 2020-03-30 10:46:03 -03:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Yuri Roubinsky aa33db056a Prevent shader crash if multiple variables has been declared in 'for' 2020-03-28 19:51:42 +03:00
Rémi Verschelde 3f7fa93179
Merge pull request #37362 from reduz/audioserver-memory-cleanup
Remove the audio memory allocator, use regular one instead.
2020-03-28 15:49:48 +01:00
Rémi Verschelde 60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Rémi Verschelde 0c320a6bf3 More server renames for consistency after #37361 2020-03-28 13:20:48 +01:00
Juan Linietsky 16245f2c29 Remove the audio memory allocator, use regular one instead. 2020-03-27 20:36:43 -03:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky 307b1b3a58
Merge pull request #37340 from reduz/rename-3d-nodes
Make 2D and 3D node names more explicit
2020-03-27 13:47:15 -03:00
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Rémi Verschelde f48aeeeeef
Merge pull request #37347 from akien-mga/displayserver-fix-create-func
DisplayServer: Fix registration of GetRenderingDriversFunction
2020-03-27 15:51:29 +01:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Rémi Verschelde f725bd99f4 Fix some -Wmaybe-uninitialized warnings
Namely:
```
modules/basis_universal/register_types.cpp: In function 'Ref<Image> basis_universal_unpacker(const Vector<unsigned char>&)':
modules/basis_universal/register_types.cpp:266:15: warning: 'imgfmt' may be used uninitialized in this function [-Wmaybe-uninitialized]
  266 |  image->create(info.m_width, info.m_height, info.m_total_levels > 1, imgfmt, gpudata);
      |  ~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
modules/basis_universal/register_types.cpp:255:39: warning: 'format' may be used uninitialized in this function [-Wmaybe-uninitialized]
  255 |    bool ret = tr.transcode_image_level(ptr, size, 0, i, dst + ofs, level.m_total_blocks - i, format);
      |               ~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```

```
servers/visual_server.cpp: In member function 'Error VisualServer::_surface_set_data(Array, uint32_t, uint32_t*, uint32_t, Vector<unsigned char>&, int, Vector<unsigned char>&, int, AABB&, Vector<AABB>&)':
servers/visual_server.cpp:636:15: warning: 'iw' may be used uninitialized in this function [-Wmaybe-uninitialized]
  636 |       copymem(&iw[i * 2], &v, 2);
      |               ^
```

```
core/image.cpp: In member function 'Error Image::generate_mipmap_roughness(Image::RoughnessChannel, const Ref<Image>&)':
core/image.cpp:1683:11: warning: 'roughness' may be used uninitialized in this function [-Wmaybe-uninitialized]
 1683 |     float roughness;
      |           ^~~~~~~~~
```
2020-03-27 14:33:06 +01:00
Martin Liska c554677c95
Fix various -Wmaybe-uninitialized (#37352). 2020-03-27 13:57:20 +01:00
Rémi Verschelde fe3566e190 DisplayServer: Fix registration of GetRenderingDriversFunction
Also improve `--help` output.
2020-03-27 11:07:32 +01:00
bruvzg 15a9f94346 Add macOS DisplayServer implementation.
Change global menu to use Callable, add support for check items and submenus.
2020-03-26 16:24:05 +01:00
Juan Linietsky 197cb4e771 Fixes to X11, still pretty broken 2020-03-26 15:50:00 +01:00
Juan Linietsky 9a5d15a2dc Implemented drag and drop across windows, both OS and embedded. 2020-03-26 15:49:46 +01:00
Juan Linietsky 047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
Juan Linietsky b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky 543fb1c4da Separate DisplayServer from OS on Windows 2020-03-26 15:49:41 +01:00
Juan Linietsky f51fdc6eef Support for transient windows 2020-03-26 15:49:39 +01:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky 9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
bruvzg 1ee27a6d9f
Rename conflicting variable to fix MoltenVK shader compilation. 2020-03-26 09:02:36 +02:00
Rémi Verschelde 641c85a54f
Merge pull request #37268 from clayjohn/VULKAN-sky-color
Replace subpass textures with color in sky shader
2020-03-24 19:22:55 +01:00
clayjohn 61c67cd5e1 Replace subpass textures with color in sky shader 2020-03-24 10:11:00 -07:00
Rémi Verschelde 9d24541597 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
```
2020-03-24 09:50:51 +01:00
Rémi Verschelde ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn 61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Aaron Franke 7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Yuri Roubinsky 50729e4e35 Fix incorrect shader block parsing 2020-03-20 17:24:00 +03:00
Yuri Roubinsky a757bd7625 Allow to reassign local variables in shaders 2020-03-20 14:09:43 +03:00
Bastiaan Olij c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
Yuri Roubinsky 523dae6bba Fix shader TIME auto-completion 2020-03-19 21:42:06 +03:00
Yuri Roubinsky ef6320d82a Removed old TIME references from shader_types 2020-03-19 19:09:15 +03:00
Yuri Roubinsky dbffa2e0bb Makes shader 'TIME' available in custom functions by default 2020-03-19 17:58:39 +03:00
Yuri Roubinsky 387d6859d7 Show shader method out/inout qualifier in intellisense 2020-03-18 16:06:47 +03:00
Yuri Roubinsky 4709434227 Fix shader crash if passing const values to modf function 2020-03-18 14:07:35 +03:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Yuri Roubinsky 7a2c6a8c0e Enables passing out built-in parameter from parent function in shaders 2020-03-14 10:46:27 +03:00
luz.paz 7bf6e5f773 Fix various typos
Found via `codespell`
2020-03-11 13:59:18 -04:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde 42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde e89754fa1f
Merge pull request #36021 from YeldhamDev/intersects_touch_expose
Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
2020-03-04 20:32:20 +01:00
Rémi Verschelde a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Michael Alexsander 8c8c48a7ad Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()' 2020-03-04 09:32:34 -03:00
Rémi Verschelde 2856740e6b
Merge pull request #36385 from kuruk-mm/some_static_asserts
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04 13:18:48 +01:00
Bastiaan Olij f0b1edef8b Exposing get_tracker_id for ARVRPositionalTracker to GDScript 2020-03-04 10:22:26 +01:00
Mateo Dev .59 c933eb7acc Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert 2020-03-04 04:44:47 -03:00
Pedro J. Estébanez 9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Rémi Verschelde c292aab247
Merge pull request #36691 from clayjohn/VULKAN-cubemap-roughness
Improve cubemap importance sampling
2020-03-02 19:32:19 +01:00
qarmin 1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
clayjohn a422b8c497 Properly free reflection probe atlas 2020-02-29 23:26:57 -08:00
clayjohn 6bb5117955 Improve cubemap importance sampling 2020-02-29 17:16:50 -08:00
Rémi Verschelde 93dd3d29d2
Merge pull request #36679 from clayjohn/VULKAN-mem-leak
Remove minimum size for shadow atlas
2020-02-29 23:32:16 +01:00
clayjohn 03d46ea804 Remove minimum size for shadow atlas 2020-02-29 10:09:15 -08:00
Yuri Roubinsky 924a9bfd16 Fix shader's step hint range for integers 2020-02-29 09:56:02 +03:00
clayjohn 74f6e3e1aa Reduce descripter sets in cubemap filter 2020-02-28 09:07:09 -08:00
Rémi Verschelde 4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
clayjohn 3e299aa225 Basic fast filtering implementation 2020-02-27 22:30:34 -08:00
Rémi Verschelde a596d76156
Merge pull request #36627 from clayjohn/VULKAN-free
Properly free many Vulkan resources
2020-02-28 06:39:18 +01:00
Rémi Verschelde b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
clayjohn b616c728d7 Properly free many vulkan resources 2020-02-27 15:01:49 -08:00
Rémi Verschelde 3a7f1300ee
Merge pull request #36186 from Calinou/remove-vulkan-debugging-prints
Remove Vulkan debugging prints
2020-02-27 21:11:24 +01:00
Andrea Catania 3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rémi Verschelde be4a516b77
Merge pull request #36428 from clayjohn/VULKAN-ref-probe-sky
Properly flip sky when rendering reflection probes
2020-02-26 18:59:50 +01:00
Rémi Verschelde 3a4c128f07
Merge pull request #36551 from AndreaCatania/navigation_destruction_flush
Flushes commands just before the navigation server is destroyed
2020-02-26 10:09:43 +01:00
Andrea Catania c143b5c677 Flushes commands just before the navigation server is destroyed 2020-02-26 09:42:51 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde 2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
clayjohn b0ff427a2a properly flip sky when rendering reflection probes 2020-02-21 11:42:00 -08:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Andrii Doroshenko (Xrayez) fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde 49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Andrea Catania 79fc7d7d6a Added utility functions to the new NavigationServer:
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Marcel Admiraal b6c9c6261d Fix VisualServer bindings. 2020-02-17 07:07:28 +01:00
Yuri Roubinsky a1da8560ee Fix shader crash if duplicated struct members created 2020-02-15 22:19:45 +03:00
Haoyu Qiu d9b5cbdffa Fixes memory leaks in GdNavigationServer and RasterizerSceneHighEndRD 2020-02-15 14:25:32 +08:00
Marcin Zawiejski 2842c6a88c fix oob write when calling MultiMesh::set_instance_transform 2020-02-14 17:48:48 +01:00
Rémi Verschelde 415a901b68
Merge pull request #36194 from dragmz/dragmz/exit_crash_fix
Fix crash when closing project manager
2020-02-14 14:31:54 +01:00
Rémi Verschelde 79d42069a9
Merge pull request #36208 from akien-mga/warnings
Fix various GCC compilation warnings after Vulkan merge
2020-02-14 13:49:20 +01:00
Rémi Verschelde d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
clayjohn b878e5bbe8 Fix error flood with sky background 2020-02-13 16:31:21 -08:00
Marcin Zawiejski 17ea60bb92 fix crash when closing project manager 2020-02-13 22:03:46 +01:00
Yuri Roubinsky 41643e268e Prevent usage 'out' modifier on opaque shader types (textures currently) 2020-02-13 21:02:47 +03:00
Hugo Locurcio 71b74195de
Remove Vulkan debugging prints 2020-02-13 18:50:07 +01:00
Yuri Roubinsky 01de6513ac Fix bugs in shader swizzling 2020-02-13 18:11:21 +03:00
Yuri Roubinsky ef51726ff3
Merge pull request #36176 from Chaosus/shader_fix_const_crash
Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13 17:00:37 +03:00
Yuri Roubinsky 516aa46fe5 Fix shader crash if pass const argument to 'out/inout' parameter 2020-02-13 16:15:08 +03:00
Rémi Verschelde 54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Yuri Roubinsky 4aa31a2851
Merge pull request #36141 from Chaosus/shader_struct_member_arrays
Added support for arrays as shader struct members
2020-02-12 20:12:05 +03:00
Yuri Roubinsky 6b99bda1e8 Added support for arrays as shader struct members 2020-02-12 17:10:20 +03:00
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Haoyu Qiu 4c42fb0eb7 Fixes friend declaration tag mismatch 2020-02-12 17:41:30 +08:00
Yuri Roubinsky 6f162395ff Implementation of 'struct' for shaders 2020-02-11 20:00:42 +03:00
Rémi Verschelde db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Yuri Roubinsky 21e3cc7bb8 [Vulkan] Fix shader crash if using multiple underscores in identifier names 2020-02-11 12:16:22 +01:00
Juan Linietsky 2049dec79e Added normalmap guided roughness mipmap generator, and a global roughness limiter. 2020-02-11 12:16:01 +01:00
Juan Linietsky bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky ee1e89f8c0 Modified rendering to use cluster instead of foward 2020-02-11 12:15:27 +01:00
Juan Linietsky f8b5c5f063 DOF fully implemented, can be edited on the fly. 2020-02-11 12:15:26 +01:00
Juan Linietsky c05da81268 Mostly working DOF Bokeh 2020-02-11 12:15:04 +01:00
Juan Linietsky f14defb6f9 WIP CameraEffects implementation (bokeh not working for now) 2020-02-11 12:15:03 +01:00
Juan Linietsky bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
Juan Linietsky b859e69919 -Refactored post processing, re-added glow and added a mix blend mode. 2020-02-11 12:14:21 +01:00
clayjohn e530f49be2 Fix Specular Blinn in vulkan 2020-02-11 12:10:36 +01:00
Rémi Verschelde 6310354cde Vulkan: Fix false positive in ninepatch axis stretch code
Adapted from e4907e50fe,
supersedes and closes #34704.
2020-02-11 12:09:55 +01:00
Fabian Mathews ba6d9597cb Fixed error condition check for multimesh instance colors 2020-02-11 12:07:03 +01:00
Rémi Verschelde 4cac20aea3 Fix crash after rebase on the master branch
Apparently rasterizer is not initialized yet when this is called
the first time, so it crashes.
2020-02-11 12:06:20 +01:00
Matias Pierdomenico 0e20e349f1 Changed variable name in shader because it was too generic 2020-02-11 12:06:05 +01:00
Rémi Verschelde fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky b509c814fc Improved Voxel AO settings. 2020-02-11 12:05:05 +01:00
Juan Linietsky 4949d578f2 Dynamic objects in GIProbes are now affected by propagation parameter. 2020-02-11 12:05:05 +01:00
Juan Linietsky d6e4b45994 More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion. 2020-02-11 12:05:04 +01:00
Juan Linietsky 8deb977551 Changed SDF processing to smooth out shadows. 2020-02-11 12:05:03 +01:00
Juan Linietsky da0457fa29 Several fixes to GIProbes 2020-02-11 12:04:56 +01:00
Juan Linietsky 971ce680f2 Fixes to how anisotropy is handled, makes it work on nvidia. 2020-02-11 12:04:56 +01:00
Juan Linietsky f4948721e4 Fixed uninitialized memory bug in voxelizer 2020-02-11 12:04:54 +01:00
Juan Linietsky 2af701fa03 Use a different strategy to get textures from GPU (via buffers), for more compatibility. 2020-02-11 12:04:54 +01:00
Juan Linietsky 2c67cc654f AO support for GIProbe (right on time for Godot Sprint!) 2020-02-11 12:03:55 +01:00
Juan Linietsky 76c6f39d99 GIProbe now generates a distance field on bake using CPU, for better compatibility 2020-02-11 12:03:54 +01:00
Juan Linietsky 561b431d85 Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
Juan Linietsky 6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
bruvzg 26318f3bd1 Fix Vector3 ambiguities and out of bounds init. 2020-02-11 12:03:39 +01:00
Juan Linietsky fb739f9da7 Fixed display menu visualizations. 2020-02-11 12:03:24 +01:00
Juan Linietsky 965185c765 Better GIProbe quality settings. 2020-02-11 12:03:23 +01:00
Juan Linietsky fa548b052e Missing proper comparison for depth pre-pass. 2020-02-11 12:03:21 +01:00
Juan Linietsky acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky 4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky 263bebe023 Untested support for compute shaders 2020-02-11 12:02:34 +01:00
Juan Linietsky b08f13d558 Skeletons are now working. 2020-02-11 12:02:17 +01:00
Rémi Verschelde e3b76fd040 Merge pull request #32281 from Chaosus/vk_shader_array_varying2
[Vulkan] Implement shader array support for varyings
2020-02-11 12:02:06 +01:00
Yuri Roubinsky bfa834a78a [Vulkan] Implement shader array support for varyings
Remake of #32175
2020-02-11 12:02:02 +01:00
Rémi Verschelde d08bf966eb Merge pull request #32280 from Chaosus/vk_shader_switch2
[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:59 +01:00
Yuri Roubinsky d51b7aafb5 [Vulkan] Implements switch flow control operator in shaders 2020-02-11 12:01:49 +01:00
Juan Linietsky bc3dbe8240 Properly working instancing, and compatibility fixing for old meshes 2020-02-11 12:01:33 +01:00
Juan Linietsky 123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky dc32083681 Proper texture reloading (was broken). 2020-02-11 12:01:25 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky 9d7b7f931b Reflection probes working 2020-02-11 12:01:21 +01:00
Juan Linietsky 69e83e4815 Directional light cleanup. 2020-02-11 12:01:21 +01:00
Juan Linietsky 88a7debbbc Directional lights and shadow mapping are functional. 2020-02-11 12:01:20 +01:00
Juan Linietsky 920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky 1d871f6226 Tonemapping ported (not all parameters supported yet, only enough to get correct color) 2020-02-11 12:01:09 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Rémi Verschelde f7aa7927e7 Merge pull request #31527 from Chaosus/vk_shader_array_support2
[Vulkan] Implemented local shader arrays
2020-02-11 12:00:53 +01:00
Yuri Roubinski ef50752292 [Vulkan] Implemented local shader arrays 2020-02-11 12:00:46 +01:00
Rémi Verschelde 86d0d88b42 Merge pull request #31526 from Chaosus/shader_bug_vk2
[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:16 +01:00
Yuri Roubinski 47c0ef3308 [Vulkan] Fix ternary operator shader compiler expression 2020-02-11 12:00:10 +01:00
Yuri Roubinski 95e8375efb [Vulkan] Implemented do/while loops for shaders 2020-02-11 11:59:51 +01:00
Juan Linietsky 8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky dc3b47f3ab Vulkan/RD rasterizer now does clean exit. 2020-02-11 11:58:16 +01:00
Juan Linietsky b52a2f3dfa Fix comment 2020-02-11 11:58:11 +01:00
Rémi Verschelde 6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky 6ecedd1e6c Add a system to properly update materials if the uniform set is gone (likely deleted texture) 2020-02-11 11:53:29 +01:00
Juan Linietsky 4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky 60c7498cee Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out. 2020-02-11 11:53:29 +01:00
Juan Linietsky 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky 8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky 50e9befb88 Changes to material required to add custom shaders in RD renderer 2020-02-11 11:53:28 +01:00
Juan Linietsky ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky a3f8ffac63 Use a special sampler for 2D shadows, so they are softer 2020-02-11 11:53:28 +01:00
Juan Linietsky f04359e70f 2D lighting seems more or less complete. 2020-02-11 11:53:28 +01:00
Juan Linietsky a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky 92b27bccf1 Changed allocation strategy of CanvasItem draw commands.
They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.

This should improve performance considerably.
2020-02-11 11:53:28 +01:00
Juan Linietsky 24b16f3bf0 Fix crash on import. 2020-02-11 11:53:28 +01:00
Juan Linietsky e3905f9af3 Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 836c2109a0 Changed my mind on Vulkan image API, images should now include mipmaps
This should make it easier to obtain the data directly from an Image
2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky 9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 2020-02-11 11:53:26 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Juan Linietsky 1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Duroxxigar 383c583a0b Documented the new NavigationServer and all its associated nodes (2D and 3D) 2020-02-10 15:24:06 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde 6203c38fd1 Merge pull request #35993 from akien-mga/who-let-the-latency-out
Workaround WebM playback bug after AudioServer latency fixes
2020-02-08 15:36:50 +01:00
Rémi Verschelde 3a5f45a6d1 Merge pull request #35682 from nathanwfranke/canvas-cull-control-fix
Fix bug where canvas culls things at origin with size 0
2020-02-08 14:14:10 +01:00
nathanwfranke e5cb557b73 Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit
2020-02-07 14:43:27 -06:00
Rémi Verschelde da411d1625 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.
2020-02-07 21:01:05 +01:00
Rémi Verschelde cdce912de7
Merge pull request #35986 from Chaosus/shader_index
Allow non-constants for indexing builtin types in shaders
2020-02-07 20:45:57 +01:00
Rémi Verschelde a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Yuri Roubinsky 8469a383ec Allow non-constants for indexing builtin types in shaders 2020-02-07 18:41:26 +03:00
Yuri Roubinsky 3a70566b15 Prevent shader crash if invalid builtin used after array member accessor 2020-02-07 15:21:15 +03:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Yuri Roubinsky 2c4367441c Prevent shader crash when name conflict with "dus" and "__" occured 2020-02-01 12:38:52 +03:00
clayjohn 68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00
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
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