Commit Graph

2589 Commits

Author SHA1 Message Date
Thomas Herzog
d61fc6a97b
Merge pull request #21317 from karroffel/gles2-canvas-texture-sampler-long-branch-name
[GLES2] fix canvas_item sampler allocation
2018-08-23 17:11:00 +02:00
Thomas Herzog
a7bedaf935 [GLES2] attempt to fix some android problems 2018-08-23 17:08:16 +02:00
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
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"
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
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
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
[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
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
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
[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
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
unhacking some GLES2 code
2018-08-08 17:28:35 +02:00
Thomas Herzog
73fe08be2e GLES2 refactors
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
Keeping track of discard
2018-08-08 09:54:59 -03:00
Hugo Locurcio
31c12f05c4
Tweak the default SpatialMaterial properties
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
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
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
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
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
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
Remove duplicated codes
2018-07-25 22:20:47 +02:00
Rémi Verschelde
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
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
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
Soft body
2018-07-23 16:04:32 -03:00
AndreaCatania
17ebbfb56d Implemented Soft body
- 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
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
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
-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
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
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
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
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
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
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
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
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
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
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
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
bruvzg
6f0a83b681
Fix UWP build after #14622. 2018-05-18 19:29:24 +03:00
Bastiaan Olij
124774860c Fixes issue that a viewport texture doesn't work with particle shader 2018-05-18 22:02:14 +10:00
Daniele Giuliani
d315b0fb8a added get_creation_time function for gdscript 2018-05-16 00:50:57 +02:00
Bojidar Marinov
ee52d12921
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
Fixes #17698
2018-05-15 14:35:46 +03:00
Rémi Verschelde
0738ba6bc1
Merge pull request #18798 from jfaust/bugfix/scene-import-on-server-platform
Fix two issues preventing model import from working properly when platform=server
2018-05-15 10:28:17 +02:00
Rémi Verschelde
57d257c361
Merge pull request #18680 from Gamblify/DummyTextureLoader
Dummy texture importer
2018-05-15 10:27:07 +02:00
Josh Faust
5b639269a2 Fix scene import when platform=server
Adds code in RasterizerStorageDummy to store off mesh surface information,
rather than just throwing it away. Without this, all surface arrays were
just defaulting to empty when the packed scene was written.
2018-05-11 14:12:04 -07:00
bruvzg
ce64c2a32e
Fix Linux/X11 build on ARMs. 2018-05-11 17:34:43 +03:00
Fabio Alessandrelli
0cad1417b6 Implement missing methods in dummy rasterizer 2018-05-10 16:07:01 +02:00
Gustav Lund
3dcf338ebb Dummy texture importer
Added a dummy importer for textures to use with the server platform.
Allows for running a project in headless mode without crashing when loading scenes containing textured objects
Also as a result decreases load time as no image files have to be loaded.
2018-05-09 08:13:02 +02:00
Hein-Pieter van Braam
e668757aa9
Merge pull request #14622 from bruvzg/non-rectangular-windows
Experimental support for windows with per-pixel transparency.
2018-05-08 16:44:35 +02:00
Blazej Floch
c45f44d856 Local debugger fixes and extensions
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
2018-05-07 23:17:06 -04:00
Juan Linietsky
3051bb8a81
Merge pull request #17845 from JFonS/disable_spatial_shadows
Added flag on SpatialMaterial to disable shadows
2018-05-07 16:18:25 -03:00
Juan Linietsky
f1d2b0ebf9
Merge pull request #18159 from ShyRed/viewportsky
Fix binding of ViewportTexture to Sky
2018-05-07 15:34:13 -03:00
Juan Linietsky
b96cd25305
Merge pull request #18495 from Zylann/partial_texture_update
Added partial texture update to VisualServer
2018-05-07 13:20:38 -03:00
Juan Linietsky
35322c0678
Merge pull request #18677 from BastiaanOlij/add_no_blend
Add no-blend canvas item render_mode
2018-05-07 09:44:17 -03:00
Bastiaan Olij
6103c8d7a3 Add no-blend canvas item render_mode 2018-05-07 22:41:12 +10:00
Juan Linietsky
38aaf78325
Merge pull request #18524 from BastiaanOlij/keep_3d_linear
Added option to viewport to keep linear color
2018-05-07 09:24:39 -03:00
Ruslan Mustakov
96301e934d Resume audio on iOS after phone call or alarm
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
2018-05-07 15:48:46 +07:00
Bastiaan Olij
6f7fefa489 Added option to viewport to keep linear color 2018-05-06 19:28:09 +10:00
Juan Linietsky
3bd0ca2a2d Skeletal deform working 2018-05-04 11:54:21 -03:00
Juan Linietsky
b3e4bc562c Skeleton for 2D WIP 2018-05-03 17:29:56 -03:00
Rémi Verschelde
430e45c84a
Merge pull request #16359 from Noshyaar/convert
Particles: fix corrupted scene when saved after convert
2018-05-03 21:24:03 +02:00
Robin Hübner
caa887f317 Fix delay in rename_error windows save loop, should be 100msec, not 1sec 2018-05-03 13:22:11 +02:00
Rémi Verschelde
cfd950382f
Merge pull request #18372 from Gamblify/largePckFix
Fix for large .pck files
2018-05-03 10:37:47 +02:00
Gustav Lund
8a7840a304 Fix for large .pck files
An error in unix file IO was causing crashes when getting the size of a file larger than max integer size
As ftell returns a long the fix is trivial
2018-05-03 10:13:25 +02:00
Marcelo Fernandez
cf4371a0ad Prevent PulseAudio driver to lock its mutex for too long 2018-05-01 10:44:08 -03:00
Rémi Verschelde
9834b690ae
Merge pull request #18334 from Faless/coverity_net
Various coverity scan fixes, WS FreeBSD fixes
2018-05-01 08:44:11 +02:00
Rémi Verschelde
4cce6f3417
Merge pull request #18321 from Crazy-P/Fixes-logically-dead-code
Fixes logically dead code (Coverity)
2018-05-01 08:35:10 +02:00
Marc Gilleron
c755cced83 Added partial texture update to VisualServer 2018-04-29 03:09:49 +02:00
Robin Hübner
8287441955 GDNative Unix: fix shared lib loading, dlopen expects leading ./ to interpret as relative path. 2018-04-28 14:36:35 +02:00
Hugo Locurcio
1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Crazy-P
e6deba8d19 Fixes logically dead code (Coverity)
Fixes reported logically dead codes by Coverity

* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.

* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function

* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.

* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)

* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle

* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'

* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp

* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.

* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.

* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
2018-04-21 22:35:23 +08:00
Fabio Alessandrelli
03bf783f3c Various coverity scan fixes for networking
Fix FreeBSD websocket compilation error
2018-04-21 15:36:41 +02:00
Max Hilbrunner
7d6f210ccb
Merge pull request #18316 from Noshyaar/http
[DOCS] add HTTPRequest.request return values
2018-04-20 12:04:44 +02:00
Poommetee Ketson
f05e24ed18 [DOCS] add HTTPRequest.request return values 2018-04-20 16:34:30 +07:00
Rémi Verschelde
ff8c074480 Fix case mismatch check on Windows
@reduz pushed the old 44989bc957 commit
today which he had forgotten in his local clone, and apparently it does
not compile. Also fixed style.
2018-04-18 14:52:05 +02:00
Juan Linietsky
44989bc957 Test and warn of case mismatch on Windows
Will throw a warning when a file is opened with a different case than what is stored on the Windows filesystem.
2018-04-18 14:27:26 +02:00
Rémi Verschelde
9a4110a451
Merge pull request #17391 from PJB3005/18-03-09-fix-canvas-light-shaders
Fixes canvas light shaders.
2018-04-18 13:31:28 +02:00
Marcelo Fernandez
11078101db Fixed high cpu usage with PulseAudio 2018-04-15 11:29:16 -03:00
Pieter-Jan Briers
25ba49fd88 Fixes canvas light shaders.
Fixes #16904

Restore more out functionality, fix built-ins.

Requested changes, I think?
2018-04-13 15:18:28 +02:00
ShyRed
deca3f18b7 Fix binding of ViewportTexture to Sky
In order to the get the actual rendered image from a ViewportTexture the sky needs to access the proxy texture.
2018-04-12 22:51:35 +02:00
Marcelo Fernandez
34395c6a38 Fix PulseAudio problems with 8 channels devices 2018-04-12 12:01:23 -03:00
Rémi Verschelde
d121f4af8a
Merge pull request #18124 from marcelofg55/pulse_channels
Fix PulseAudio driver for audio devices that report unknown number of channels
2018-04-12 13:46:10 +02:00
Marcelo Fernandez
11fbfab7ec Fix PulseAudio driver for audio devices that report unknown number of channels 2018-04-12 08:36:56 -03:00
Marcelo Fernandez
86e101ec82 Fix error detecting for PulseAudio pa_stream_new call 2018-04-11 11:46:58 -03:00
Rémi Verschelde
e955fbc36e CoreAudio: Fix iphone build after audio device refactor (#17742) 2018-04-10 13:04:30 +02:00
Rémi Verschelde
2cfc284d52
Merge pull request #18047 from marcelofg55/mingw_fix
WASAPI audio driver compile fix on mingw
2018-04-10 07:57:34 +02:00
Marcelo Fernandez
3316a64e12 WASAPI audio driver compile fix on mingw 2018-04-09 23:29:25 -03:00
Juan Linietsky
b88a16c7ac
Merge pull request #16503 from Chaosus/particlesfix
Fix invalid particle movement when time_scale is zero
2018-04-08 18:15:32 -03:00
Juan Linietsky
8a5fb669ae
Merge pull request #17421 from Chaosus/fixshaderbugs
Fix few bugs in shader definitions
2018-04-08 09:33:12 -03:00
Juan Linietsky
1570a72eee
Merge pull request #17742 from marcelofg55/audio_device_list
Added new audio device functions to set/get the audio device
2018-04-07 16:40:47 -03:00
bruvzg
ddae098dee
Experimental support for windows with per-pixel transparency (macOS, X11 and Windows). 2018-04-07 17:11:45 +03:00
Rémi Verschelde
a1f835df77
Merge pull request #17775 from sketchyfun/multiply_blendmode_fix
multiply blend mode fix for spatial materials
2018-04-04 22:41:36 +02:00
Rémi Verschelde
9ad1800298
Merge pull request #17869 from TomDobbelaere/rename-error-usability
Trigger rename_error's close_fail_notify only after exhausting attempts on Windows
2018-04-03 13:21:53 +02:00
Tom Dobbelaere
a4fae0e5e3 Trigger IO error only after exhausting attempts 2018-04-03 12:44:16 +02:00
Marcelo Fernandez
d21a2019f1 WASAPI driver will now resample when the device rate != audio/mix_rate 2018-03-29 22:56:57 -03:00
JFonS
9c307d4b6c Added flag on SpatialMaterial to disable shadows 2018-03-29 18:46:42 +02:00
Marcelo Fernandez
ecc1b34cbc Added new audio device functions to set/get the audio device 2018-03-26 17:41:05 -03:00
Ben Hickling
314a419511 multiply blend mode fix for spatial materials 2018-03-26 14:23:43 +01:00
Rémi Verschelde
baa092e99d
Merge pull request #17653 from eska014/rwlock-dummy
Add RWLockDummy for NO_THREADS builds
2018-03-21 17:40:01 +01:00
Poommetee Ketson
ff070de986 s/2017/2018/g for gles2, websocket, linux appdata 2018-03-21 16:07:51 +07:00
Leon Krause
25800ffb0e Add RWLockDummy for NO_THREADS builds 2018-03-20 05:37:42 +01:00
Hein-Pieter van Braam
bb331d85b8
Merge pull request #17130 from nical/issue-17050
Fix polyline rendering when width <= 1.
2018-03-16 00:04:07 +01:00
Hein-Pieter van Braam
9bc0503c91
Merge pull request #17376 from marcelofg55/file_get_path
Added File.get_path and File.get_path_absolute functions
2018-03-15 22:21:21 +01:00
Marcelo Fernandez
a4e64c5454 Added File.get_path and File.get_path_absolute functions 2018-03-13 12:07:37 -03:00
Rémi Verschelde
a5476f8562
Merge pull request #16895 from Noshyaar/bmk
Fix get_drive (bookmarks) in linux not working
2018-03-13 14:01:21 +01:00
Rémi Verschelde
92180b4639
Merge pull request #17141 from marcelofg55/uneven_channels
Support for uneven amount of channels on PulseAudio
2018-03-13 13:05:43 +01:00
Wilson E. Alvarez
e9ac87390c Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3 2018-03-13 00:22:08 -04:00
Chaosus
2d428a350e Fix few bugs in shader definitions 2018-03-10 21:00:18 +03:00
bruvzg
e256f9d4e5
Add GL_ARB_framebuffer_object extension support check and GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings).
Add GL_ARB_debug_output extension support check on all platforms.
2018-03-05 20:49:47 +02:00
Marcelo Fernandez
d780d774aa Clean and expose get_audio/video_driver_* funcs on OS class 2018-03-04 14:18:05 -03:00
Rémi Verschelde
3bab5477ff
Merge pull request #17173 from karroffel/gles2-line-rendering-fix
fix GLES2 line rendering
2018-03-02 13:37:44 +01:00
karroffel
8b82f4ad2e fix GLES2 line rendering
fixes #17147
2018-03-02 12:35:34 +01:00
bruvzg
a5a4f3714b
GLES2 renderer support on macOS. 2018-03-02 13:15:12 +02:00
Marcelo Fernandez
00693f4ad0 Support for uneven amount of channels on PulseAudio 2018-03-01 14:10:39 -03:00
karroffel
eac4c984df add GLES 2 renderer for 2D
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.

Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
2018-03-01 15:12:30 +01:00
Nicolas Silva
20cab06f9a Use GL_LINE_STRIP instead of GL_LINES when drawing polylines. 2018-02-28 23:00:13 -05:00
bruvzg
e3c2778d7e
Add missing return statements (iOS and server). 2018-02-25 01:11:03 +02:00
Hein-Pieter van Braam
8cde69f5f2 Fix Windows file case changing
Windows APIs don't really provide a way to change a filename case. This
implements a little juggling to make this work. We first create a
guaranteed unique temporary file, we then replace the original file with
the temporary file and we finally rename it to the desired filename
case.

(cherry picked from commit d69d58deea)
2018-02-24 18:09:20 +01:00
Poommetee Ketson
38865345d9 Particles: fix corrupted scene when saved after convert (2nd try) 2018-02-24 15:58:17 +07:00
Poommetee Ketson
7a1b7ddf6c Fix error spam when using PanoramaSky without texture 2018-02-22 21:43:17 +07:00
Juan Linietsky
7cd867c3fe 2D Skeletons WORK IN PROGRESS 2018-02-21 17:24:00 -03:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Poommetee Ketson
7e5b10b7d3 Fix get_drive (bookmarks) in linux not working 2018-02-21 23:31:50 +07:00
Juan Linietsky
9e3a1e5401 Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. 2018-02-21 09:39:09 -03:00
Rémi Verschelde
1fbb83de2c
Merge pull request #16467 from godotengine/gles3-light-shader-time
using TIME in light shader enables uses_fragment_time
2018-02-20 11:19:14 +01:00
Rémi Verschelde
4b562aaf0c
Merge pull request #16834 from bojidar-bg/x-rendering-gles3-bug
Fix a rendering bug with screen_texture
2018-02-20 11:11:11 +01:00
Bojidar Marinov
ea57a19b34
Fix a rendering bug with screen_texture 2018-02-19 22:07:38 +02:00
Iskustvo
268d7c7c5b [X11] Improving error detection in move_to_trash 2018-02-18 17:02:19 +01:00
Artem Varaksa
d35e486228 Clean up some bad words from code comments 2018-02-17 16:00:39 +03:00
K. S. Ernest (iFire) Lee
2e66730061 Create and return LightmapCapture. 2018-02-15 07:34:11 -08:00
K. S. Ernest (iFire) Lee
4e1923a931 Add dummy audio driver, fix dummy rasterizer 2018-02-15 07:34:11 -08:00
Fabio Alessandrelli
2de10aa467 Fixes to OS_Server and DummyRasterizer to match new signatures 2018-02-15 07:34:11 -08:00
Fabio Alessandrelli
72ef766dfa Add dummy Texture handling 2018-02-15 07:34:11 -08:00
Fabio Alessandrelli
8699f643c9 Disable GLES builders and source from server compilation 2018-02-15 07:34:11 -08:00
Fabio Alessandrelli
c0dce6e480 Add dummy resterizer driver 2018-02-15 07:34:11 -08:00
Marcelo Fernandez
621d28adef Fix for a possible compile error under OS X 2018-02-14 19:48:35 -03:00
Rémi Verschelde
3ab72da645
Merge pull request #15710 from AndreaCatania/p1
Fixed sky reflection rendering when transparent BG
2018-02-14 16:29:08 +01:00
Rémi Verschelde
70294716af
Merge pull request #15875 from marcelofg55/wasapi_device_change
Improved WASAPI driver so that it always uses the default audio device
2018-02-14 16:09:49 +01:00
Chaosus
e1c2bde0ec Fix invalid particle movement when time_scale is zero 2018-02-14 16:44:59 +03:00
Rémi Verschelde
dea5a69693
Merge pull request #16408 from Calinou/remove-debugging-prints
Remove a few debugging prints
2018-02-14 11:32:10 +01:00
karroffel
bb655856e2 using TIME in light shader enables uses_fragment_time
The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).

If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.

The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.
2018-02-07 11:56:52 +01:00
Hugo Locurcio
84267915f5
Remove a few debugging prints 2018-02-05 11:30:50 +01:00
Marcin Zawiejski
8315aa40cc fix buffer write performance on Windows and Unix 2018-02-04 13:23:23 +01:00
Juan Linietsky
82df614457 Add a proper error when safe save fails. 2018-02-02 23:50:41 -03:00
Marlon Henry Schweigert
87adf9cfba Display set_nodelay to GDScript
Pass enabled arg

Rename set_nodelay to set_no_delay

Add description to the method

Change description
2018-01-30 13:22:15 -02:00
Marcelo Fernandez
d5afcf7ab1 Improved WASAPI driver so that it always uses the default audio device 2018-01-19 18:41:23 -03:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
binbitten
92473a9e9e Convert special case RGB10_A2 to RGBA8 when obtaining texture data 2018-01-18 18:05:01 +01:00
Leon Krause
cbc194dde6 Fix copy shader in GLSL ES 3.0 2018-01-15 23:46:45 +01:00
Leon Krause
e4609acc5d Fix Particles2D in WebGL 2.0 2018-01-15 20:39:17 +01:00
AndreaCatania
c34f18acce Fixed sky reflection rendering when transparent BG 2018-01-14 20:28:26 +01:00
Rémi Verschelde
e1a0f2bd71
Merge pull request #15636 from mrcdk/fix_canvas_light
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13 01:42:52 +01:00
Rémi Verschelde
4fd4b0399a
Merge pull request #15633 from binbitten/fix-mat2-align
Fix mat2 alignment
2018-01-13 01:39:20 +01:00
binbitten
de8f43d95d Fix mat2 alignment 2018-01-12 22:26:50 +01:00
MrCdK
408f4cb146 Set correct types on a couple variables inside the canvas.glsl 2018-01-12 22:02:28 +01:00
Juan Linietsky
e56b3439a5 Attempt renaming multiple times on safe file save, and make the behavior optional. Fixes #14339. 2018-01-12 17:03:52 -03:00
Juan Linietsky
0041efec1d Fix mat2 alignment 2018-01-12 12:45:16 -03:00
Juan Linietsky
f4d603b902 Fix uniform alignment, closes #14962 2018-01-12 12:43:26 -03:00
Juan Linietsky
3a05d974e0 Instance dependency for particles was not being get rid of. Again fixes #15591 2018-01-12 09:12:31 -03:00
Juan Linietsky
e3f02b1a1b Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047 2018-01-11 19:39:47 -03:00
AndreaCatania
252344f706 Fixed graphic artifact caused by anisotropic filter 2018-01-11 12:55:18 +01:00
Rémi Verschelde
e49ddf2984
Merge pull request #15555 from BastiaanOlij/clamp_blends
Clamp blend to fix screen space reflections
2018-01-10 13:36:13 +01:00
Bastiaan Olij
ebc96195d8 Clamp blend to fix screen space reflections 2018-01-10 23:23:00 +11:00
Rémi Verschelde
f1ef2d5183
Merge pull request #15553 from AlmightyScientist/issue-15453
Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10 12:46:52 +01:00
AlmightyScientist
4820910648 Shader Language: Fixes EXTRA_MATRIX undefined.
Fixes #15453.
2018-01-10 12:37:28 +01:00
volzhs
b6cff1ba69 Fix stretch aspect keep mode
Fix #15407
Fix #15514
2018-01-10 10:49:26 +09:00
volzhs
1c806abdaa Fix shader compile error on Android
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
   At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-09 16:44:56 +09:00
Jerome67000
87bbaddac3 removed unused project setting rendering/quality/depth_prepass/disable 2018-01-08 21:02:53 +01:00
sambler
384055c86f Fix use of execvp, earlier fix was short sighted and only worked
when godot could be found in PATH.
The correct fix is to use sysctl to get the path to the current executable
this also fixes the ability to call external commands.
2018-01-08 12:07:28 +10:30
Juan Linietsky
4c23f94af9 properly blend interior and exterior ambient in reflection probes, fixes #14695 2018-01-06 19:34:03 -03:00
Juan Linietsky
bfeaf27a3e Properly dispose of instance capture data, fixes #14795 2018-01-06 19:06:04 -03:00
Juan Linietsky
d72a32bc54 Use better initialization value for normalmap, fixes #14720 2018-01-06 18:09:11 -03:00
Juan Linietsky
9cf19f8dee Ensure depth reads go via alpha render list, fixes #14759 2018-01-06 17:38:39 -03:00
Juan Linietsky
a195f81a6a Improve detection of variable writing in shader, fixes #15177 2018-01-06 09:56:47 -03:00
Juan Linietsky
380ee87e80 Fixed problem with missing uninitialized last byte on waveform trip, closes #15316 2018-01-05 16:28:08 -03:00
Juan Linietsky
003f2dab78 Fix dual paraboloid shadow maps, closes #14487 2018-01-05 12:13:52 -03:00
Juan Linietsky
0c86c1ad15 Fixed GIProbe blending, closes #15164 2018-01-05 10:34:31 -03:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Juan Linietsky
6e2ed15ff1 Add support from properly exporting shared objects, needed for GDNative export 2018-01-04 15:43:06 -03:00
Emmanuel Leblond
e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
firefly2442
f066991aa7 found via cppcheck:
remove code that will never run
make definition and declaration names for parameters match
change floats that were being set to bool values
remove pointer that is never used
2018-01-03 21:23:48 -07:00
Rémi Verschelde
d65ac7378c Fix crash in OS::execute on FreeBSD
As spotted by @robfram, closes #15288.
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
2018-01-04 01:20:20 +01:00
Rémi Verschelde
72d3c474b0
Merge pull request #15170 from ibrahn/fix-particle-leak
RasterizerStorageGLES3, delete particle objects freed by RID
2018-01-04 01:07:54 +01:00
Juan Linietsky
474523d409
Revert "Add missing image format RGB10A2. Fixes #14964" 2018-01-03 16:43:07 -03:00
Ibrahn Sahir
75c624e119 RasterizerStorageGLES3, delete particle objects freed by RID
fixes #15151
2018-01-03 15:52:47 +00:00
Rémi Verschelde
6d812ad27f
Merge pull request #15051 from binbitten/bug-fixes
Add missing image format RGB10A2. Fixes #14964
2018-01-03 10:17:48 +01:00
Juan Linietsky
2c226e4edf Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR. 2018-01-02 18:45:00 -03:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Noshyaar
5c636875e4
Merge pull request #14971 from mrcdk/particles_emitting
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-27 10:45:36 +07:00
Juan Linietsky
c858dbdc4e Fixed proper texture binding for sprite material, fixes #13987 2017-12-26 15:56:18 -03:00
Juan Linietsky
c54927a127 Property apply shader parameters, even when materials are being reused, fixes #14012 2017-12-26 15:13:00 -03:00
Juan Linietsky
b411029e31
Merge pull request #14796 from AlmightyScientist/issue-14552
Shader Language: Fix Vertex Lighting artifacts.
2017-12-26 12:46:48 -03:00
Juan Linietsky
2b31155baa Fix sidedness check in material. Also remove SIDE built-in. 2017-12-26 11:09:52 -03:00
binbitten
267bad6b4c Add missing image format RGB10A2. Fixes #14964 2017-12-25 21:01:01 +01:00
MrCdK
1f609b7a82 Set particles emitting to false when particles finish emitting with one-shot enabled 2017-12-23 05:23:41 +01:00
Juan Linietsky
7d0cabe9d3 Change skeleton processing to work on global coordinates, should help fix many import problems from Blender, GLTF2, etc. 2017-12-21 17:36:39 -03:00
Juan Linietsky
3ca06e1184 Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805 2017-12-19 15:26:18 -03:00
Guilherme Silva
ffe827ab5a Fix pixel snap not being used in 3.0 2017-12-19 15:18:07 -02:00
Enzo Nocera
6c25eabbc5 Shader Language: Fix Vertex Lighting artifacts.
- When using Direction Lighting along with Vertex Lighting,
  putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear.
  (#14552)

Fixes #14552.
2017-12-18 09:15:28 +01:00
Rémi Verschelde
aefa23eac1
Merge pull request #14794 from endragor/remove-debug-logs
Remove debug logs that are of no use to end users
2017-12-18 07:40:01 +01:00
Ruslan Mustakov
ec31c4f380 Remove debug logs that are of no use to end users 2017-12-18 13:37:37 +07:00
Rémi Verschelde
8f25a2dc11 Cleanup some #if 0'd code 2017-12-17 15:40:24 +01:00
Hein-Pieter van Braam
34991af553 Don't glBindTexture() on viewports without effects
@reduz said there was another place that needed to be checked for a
similar issue but I have to admit I didn't understand.

This fixes #13337
2017-12-16 23:38:02 +01:00
Juan Linietsky
a9ddc8f7cf
Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangely
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-16 08:59:27 -03:00
Fabio Alessandrelli
ac7444023e Move windows networking class to drivers/windows/
Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
2017-12-15 18:25:29 +01:00
Fabio Alessandrelli
92067b4714 Remove "const" from PacketPeer get_packet/get_var
They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
2017-12-15 17:14:17 +01:00
Arnaud PEZEL
6f114c50a7 Fixes built-In "LIGHT" causing fragment compilation error
Add a rename for shader LIGHT built-in, Fix bug #14537
2017-12-14 14:58:13 +01:00
Juan Linietsky
f3ad14224e -Add lightmapper
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Rémi Verschelde
b110813134
Merge pull request #14499 from akien-mga/glsl-bone-type
Fix usage of signed type in skeleton shader
2017-12-13 08:37:56 +01:00
Przemyslaw Czarnota
08c8d46593 Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool 2017-12-13 07:45:24 +01:00
Rémi Verschelde
7908dc322a Drop unused OS_Unix::has_data and related logic
Closes #5536.
2017-12-10 17:05:24 +01:00
Rémi Verschelde
663f7e6a61 Fix usage of signed type in skeleton shader
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used.
Fixes #12804.
2017-12-10 13:58:36 +01:00
Rémi Verschelde
028f959fb1 PropertyEditor: Filter out resource_local_to_scene
This lets the empty "Global" category disappear again.
Also silence a debug print.
2017-12-10 00:18:10 +01:00
Juan Linietsky
65fb961b8b -Ability to and unwrap lightmap coordinates on import
-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09 14:18:14 -03:00
Rémi Verschelde
ccef401700
Merge pull request #13341 from scayze/interp_v2
Added interpolation qualifiers to shaderlang
2017-12-09 18:12:14 +01:00
Rémi Verschelde
4d6f8f89ed
Merge pull request #13424 from MillionOstrich/particles-pause-fix
Stop particles resetting on pause.
2017-12-09 16:37:02 +01:00
Juan Linietsky
8c78ccb027 After a lot of trial and error, i think rim lighting implementation is now perfect, closes #13986 2017-12-08 11:09:03 -03:00
Juan Linietsky
8717afbfe1 Added small bit of bias depending on lenght for contact shadows, fixes #12726 2017-12-07 16:19:35 -03:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde
d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Juan Linietsky
e8494f7ab7 Fixed rim lighting glitch, closes #13340, closes #13986 2017-12-06 14:30:49 -03:00
Unknown
fd1b94e307 Improve slang, especially in user-visible parts 2017-12-05 15:41:38 +01:00
Juan Linietsky
d438ac0aed -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Rémi Verschelde
9b9fcb1977 Disable invariant gl_Position to workaround Mesa bug 100316
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-03 15:05:39 +01:00
Juan Linietsky
d8953fe737 small fix so shadows dont need to use a separate material for world vertex coords (more perf) 2017-12-01 08:55:21 -03:00
Juan Linietsky
0243803117 Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar. 2017-12-01 08:45:36 -03:00
Marcelo Fernandez
a3f0ffdf24 Fix wasapi going silent when number of channels are not supported 2017-11-30 19:51:27 -03:00
MillionOstrich
9ecde5524d Stop particles resetting on pause. 2017-11-30 17:51:18 +00:00
Juan Linietsky
9678231b10 Changed the dynamic library open function to allow setting the path of the library to open extra libraries. 2017-11-30 10:00:55 -03:00
Rhody Lugo
a65c0939fd disable caching for targets using helper functions 2017-11-28 23:24:12 -04:00
Rhody Lugo
a4a222d62d use the same cache for all branches for appveyor 2017-11-28 03:23:33 -04:00
Scayze
b0fb6b1380 Added interpolation modifiers to shaderlang 2017-11-27 16:47:46 +01:00
Rémi Verschelde
90f9f123fd
Merge pull request #13317 from akien-mga/custom_user_dir
Allow customizing user:// path (folder in OS::get_data_path())
2017-11-26 22:25:02 +01:00
Rémi Verschelde
4a1d1cbbb4
Merge pull request #13290 from Chaosus/projectionfix
Fix invalid transform when skip_vertex_transform used
2017-11-26 21:31:02 +01:00
Juan Linietsky
ea70afc9b4
Merge pull request #13264 from zatherz/feature/projectsettings_limits
Add range to anisotropic filter level
2017-11-26 16:04:36 -03:00
Chaosus
284f8f6d91 Fixed invalid transform when skip_vertex_transform used 2017-11-26 22:02:40 +03:00
Juan Linietsky
1c3c9e017b
Merge pull request #13277 from DoctorAlpaca/master
Fix particle preprocessing
2017-11-26 15:59:24 -03:00
Juan Linietsky
22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
Onion skinning
2017-11-26 15:13:35 -03:00
Rémi Verschelde
af9c67db0c Allow customizing user:// path (folder in OS::get_data_path())
This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).

Fixes #13236.
2017-11-26 19:02:32 +01:00
volzhs
b97e87480e Fix shader compilation fail on Android
Error message from logcat

**ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed:
50:471: S0032: no default precision defined for parameter 'probe'
   At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-27 01:15:39 +09:00
Juan Linietsky
9738ebcda0 -Fixed height fog (was broken)
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00
Eric Wiltfang
57845b53f3 Fix particle preprocessing. Fixes #12460.
Remove an incorrect check likely left over from copying from the
normal fixed_fps update case.

Also makes sure that the preprocessing_time is always fully simulated,
rather overshooting the mark than stopping early.
2017-11-25 15:41:14 +01:00
Rémi Verschelde
d9faf6f2f4 Fix build on macOS and Android after bc2e8d99 2017-11-25 10:42:20 +01:00
Zatherz
1937fd5e07 Add range to anisotropic filter level (1 to 16 with integer steps) 2017-11-25 06:49:23 +01:00
Indah Sylvia
ac92c147c6 Completed bc2e8d99e5 so that windows can be built 2017-11-25 11:12:07 +07:00
Juan Linietsky
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Pedro J. Estébanez
3aa79fc1a3 Add ability to opt-out buffer swapping in VS::draw() 2017-11-25 02:18:28 +01:00
Ruslan Mustakov
d42c5646a5 Return and repair file logging
And make it configurable, too.
2017-11-21 16:43:44 +07:00
Juan Linietsky
98cb49283d Ability to change indirect light energy. 2017-11-19 21:46:00 -03:00
Rémi Verschelde
ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde
9fc0b23210
Merge pull request #13051 from akien-mga/check-gles3-support
Check whether GL context supports the expected API
2017-11-20 00:13:28 +01:00
RoyBerube
4d5a87a422 Visual Studio project creation bug fix
A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project.

This will only affect builds that use the 'vsproj=yes' option.
2017-11-19 13:56:48 -07:00
Rémi Verschelde
32c12a92a5 Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).

Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
  ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
  ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
  ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows

So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.

Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.

user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.

For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.

Part of #3513.
2017-11-19 20:54:24 +01:00
Rémi Verschelde
c574be5566 Check whether GL context supports the expected API
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves
as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19 20:47:53 +01:00
Rémi Verschelde
9f134aa5d1 Cleanup old references to GLES2 renderer
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19 17:52:18 +01:00
Rémi Verschelde
73049d115e Rename OS::get_data_dir to OS::get_user_data_dir
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
2017-11-17 20:55:09 +01:00
Rémi Verschelde
0968c8d2f6
Merge pull request #12982 from tagcup/aabb_rename
Rename Rect3 to AABB.
2017-11-17 20:04:29 +01:00
Juan Linietsky
1feeb3e1c8
Merge pull request #12924 from vnen/light-shader
Enable light shaders when light variables are used
2017-11-17 16:02:34 -03:00
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
andrzej.buczynski
4c0e927ccf Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, issue #11416 2017-11-17 01:40:00 +01:00
Juan Linietsky
6277e6d40a Ability to update parts of an array, and set arrays as dynamic draw 2017-11-14 17:26:35 -03:00
George Marques
78441b486a
Enable light shaders when light variables are used 2017-11-14 13:08:03 -02:00
Juan Linietsky
4c000a05f6 Do not enable light if atlas size is 0, closes #9335 2017-11-13 15:13:01 -03:00
Juan Linietsky
2e3a1caa06 Disable OpenGL warnings unless running with -v, closes #7171 2017-11-13 13:40:07 -03:00
Juan Linietsky
7eabbeb5af remove half_texpixel in canvas since no longer used 2017-11-12 08:29:28 -03:00
Nathan Warden
6adaf8f47a Fixed a bug where clamp_uv was clamping one pixel short, stretching the last pixels. 2017-11-11 07:28:48 -05:00
Rémi Verschelde
ed57f0a0d4 Remove get_default_video_mode definition on OSX/iOS
It had been missed in d09160a8b6 and broke compilation
for those platforms.

Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
2017-11-09 23:36:08 +01:00
Juan Linietsky
b279f641c0 Remove performance warnings, closes #11585 2017-11-06 21:53:15 -03:00
Marcelo Fernandez
16327bff8a Improved WASAPI driver logic when devices are connected or disconnected 2017-10-31 13:07:35 -03:00
Ferenc Arn
6e68c86ba6 Add viewport to the other SceneData struct.
This was missed in #12288.
2017-10-30 20:48:33 -04:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Rémi Verschelde
87694d1884 Disable logging until the logs location is sorted out
Temporary workaround for #12277.
2017-10-29 15:50:27 +01:00
Scayze
2c00b68175 Fix shader compiler typo gl_FrotFace 2017-10-27 15:31:24 +02:00
Ferenc Arn
a0fc641f25 Expose VIEWPORT_SIZE in shader language.
Fixes #11710.
2017-10-26 15:00:28 -04:00
Rémi Verschelde
abea816e54 Revert "Rename Schlick GGX to GGX." 2017-10-23 07:42:36 +02:00
Ferenc Arn
fd166d6fda Partially undo #11807.
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
2017-10-22 16:18:54 -04:00
Juan Linietsky
b4f0f59d9f Many fixes to SSAO, should be good now. 2017-10-22 13:52:48 -03:00
Rémi Verschelde
d60b774924 Merge pull request #12297 from tagcup/clearcoat_fix
Don't add clearcoat BRDF to specular light as-is.
2017-10-22 13:18:24 +02:00
Ferenc Arn
06fcbe0092 Don't add clearcoat BRDF to specular light as-is.
BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
2017-10-21 20:25:17 -04:00
Ferenc Arn
cb0bf1edea Rename Schlick GGX to GGX.
Schlick's approximation and GGX are orthogonal concepts.

Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.

The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Ferenc Arn
6890245321 Corrections to #11807.
Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
2017-10-21 13:40:14 -04:00
Juan Linietsky
a2a4f9a62a Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases
Fix the condition when specular light calculation is avoided (should …
2017-10-21 13:44:41 -03:00
Juan Linietsky
efe9a6ff5a Fixed unnecesary structure copying in bugfix. 2017-10-20 16:13:48 -03:00
Hiroshi Ogawa
e7a370e170 Fix depth draw alpha prepass for shadow 2017-10-19 14:28:44 +09:00
Hiroshi Ogawa
7ee7dec5a2 Fix directional light specular 2017-10-17 15:35:22 +09:00
Rémi Verschelde
1abab7b964 Merge pull request #12060 from mutato/windows_folder_creation_fix
DirAccessWindows: fix wrong path given to CreateDirectoryW, fixes #12019
2017-10-15 20:22:13 +02:00
Hiroshi Ogawa
59544c74fe Fix render mode specular schlick ggx 2017-10-14 19:32:13 +09:00
Falk Moser
93ef512422 Fixed issue #12019, which prevented the creation of new folders on Windows platform 2017-10-13 00:34:05 +02:00
Rémi Verschelde
552384e737 Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
Fix viewport vflip
2017-10-12 13:38:29 +02:00
Hein-Pieter van Braam
abe47eaa63 Merge pull request #12009 from Elinvention/fork/execvp
Use execvp instead of execv to allow OS.execute() to search through PATH.
2017-10-12 09:54:08 +02:00
Hiroshi Ogawa
cb2e88ead6 Fix viewport vflip 2017-10-12 16:25:13 +09:00
Ferenc Arn
9324555998 Fix the condition when specular light calculation is avoided (should be roughness == 1).
Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
2017-10-11 17:22:44 -04:00
Rémi Verschelde
bac5de0782 Merge pull request #11966 from BastiaanOlij/stereo_sky
Fix issues when rendering panoramic sky in stereoscopic
2017-10-11 22:30:44 +02:00
Rémi Verschelde
37bc372194 Merge pull request #11818 from tagcup/anisotropic_ggx
Fix anisotropic GGX D function, and introduce and use anistropic GGX …
2017-10-11 22:20:24 +02:00
Gilles Roudiere
45c878e380 Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face
Fix front face definition
2017-10-11 11:02:43 +02:00
Elia Argentieri
600efa0346 Use execvp instead of execv to allow OS.execute() to search through PATH.
Fix #12003.
2017-10-11 01:07:27 +02:00
Andreas Haas
dda64a3de6 Merge pull request #11959 from hi-ogawa/fix-shadow-atlas-invalidation
Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-10 20:57:09 +02:00
Bastiaan Olij
179f483782 Fix issues when rendering panoramic sky in stereoscopic 2017-10-10 22:51:37 +11:00
Ferenc Arn
12596cb5bc Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.
Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation.
Added references.
2017-10-09 12:29:05 -04:00
Rémi Verschelde
9f26733b44 Merge pull request #11827 from hi-ogawa/fix-shader-type-error
Fix type error in subsurface scattering shader code
2017-10-09 12:25:46 +02:00
Rémi Verschelde
e8b9cca614 Merge pull request #11810 from marcelofg55/osx_export_improv
OS X export code improvements
2017-10-09 12:20:39 +02:00
Hiroshi Ogawa
1967972f6e Track LightInstance::shadow_atlases so that it will be freed properly 2017-10-09 09:51:10 +09:00
Hiroshi Ogawa
2c966493c5 Fix front face definition 2017-10-09 09:18:32 +09:00
Hiroshi Ogawa
8cf5f615f5 Fix type error in subsurface scattering shader code 2017-10-04 19:47:45 +09:00
Juan Linietsky
b12455cde8 Avoid failed viewport when size is too smal, fixes #9891 2017-10-03 17:36:14 -03:00
Marcelo Fernandez
4b695c3bdf OS::execute can now read from stderr too when executing with a pipe 2017-10-03 15:09:04 -03:00
Ferenc Arn
f48b162a6b Various clean ups and cosmetic changes in scene.glsl.
Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
2017-10-03 11:02:39 -04:00
Andreas Haas
132ba0ed97 Merge pull request #11568 from endragor/loggers
Extract logging logic
2017-10-02 23:51:26 +02:00
Andreas Haas
1e9465096d Merge pull request #11700 from tagcup/clearcoat_fix
Fix clearcoat without Schlick-GGX specular.
2017-10-02 22:51:51 +02:00
Poommetee Ketson
3f4e973a60 Merge pull request #11716 from marcelofg55/coreaudio_driver
Merged iphone and osx audio drivers into drivers/coreaudio
2017-10-02 23:37:55 +07:00
Leon Krause
36298186f4 Merge pull request #11774 from ISylvox/fix-msvc-build
Fixed MSVC build issue introduced by c864b78
2017-10-02 17:06:21 +02:00
Indah Sylvia
a20ddfdb63 Fixed MSVC build issue introduced by commit c864b782c0 2017-10-02 19:10:07 +07:00
Juan Linietsky
66987d6878 missing PI division on vertex shader 2017-10-02 09:09:32 -03:00
Juan Linietsky
1b358783ce Slight proposed fixes to PBR. 2017-10-01 21:51:11 -03:00
Juan Linietsky
c864b782c0 Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally. 2017-10-01 20:33:38 -03:00
Juan Linietsky
c9a925c4e0 Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility. 2017-10-01 19:08:49 -03:00
Juan Linietsky
99a464ceb4 Merge pull request #11694 from tagcup/lambert_normalization
Ensure that Lambert is energy conserving.
2017-10-01 12:18:40 -03:00
Ferenc Arn
ece18153c6 Add missing N.L factor to Burley's contribution to radiance. 2017-10-01 10:20:57 -04:00
Ferenc Arn
dfaf071ae3 Fix environmental BRDF. 2017-09-30 20:28:30 -04:00
Marcelo Fernandez
12d40fa03f Merged iphone and osx audio drivers into drivers/coreaudio 2017-09-30 02:16:42 -03:00
Bastiaan Olij
cf56711a7e near and far are reserved for near and far pointers in MSVR 2017-09-30 10:43:34 +10:00
Juan Linietsky
d4e20555e8 Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186 2017-09-29 18:56:52 -03:00
Ferenc Arn
3e09b9b335 Fix clearcoat without Schlick-GGX specular.
Fixes #11698.
2017-09-29 10:59:05 -04:00
Ferenc Arn
33c600fedc Ensure that Lambert is energy conserving.
Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
2017-09-29 09:47:06 -04:00
Gilles Roudiere
2c5fa0947d Merge pull request #11672 from tagcup/fix_oren_nayar
Fix Oren-Nayar diffuse.
2017-09-29 13:47:38 +02:00
Ferenc Arn
8cb67b03a9 Fix Oren-Nayar diffuse. 2017-09-28 19:26:01 -04:00
Indah Sylvia
392a94686c Fixed typo: 'texure' to 'texture' 2017-09-29 04:40:01 +07:00
Juan Linietsky
4f39ce32b9 Fixes to light shaders, should work now.. 2017-09-27 21:45:47 -03:00
Ferenc Arn
ae78413bb1 Avoid pow in Burley diffuse. 2017-09-26 22:15:38 -04:00
Elliott Sales de Andrade
45a9a680a3 Use BoolVariable for third-party options. 2017-09-25 14:36:30 -04:00
Elliott Sales de Andrade
ffab67b8da Use BoolVariable in target/component/advanced options. 2017-09-25 14:36:02 -04:00
Ruslan Mustakov
1a2311e350 Extract logging logic
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:

 - Extracted logging logic into a separate Logger hierarchy. It allows
   easy configuration of logging mechanism depending on compile-time or
   run-time configuration.

 - Implemented RotatedFileLogger which is usually used with StdLogger,
   providing persistency of logs. It is often important to be able to
   obtain logs of the game even in production to be able to understand
   what happened prior to some problem. On mobile there previously was
   no way to obtain the logs aside from having the device connected to
   your machine.

 - flush() is not performed in release mode for every logged line. It
   is only performed for errors.
2017-09-25 16:19:21 +07:00
Juan Linietsky
81c9cfdc1b Added light affect parameter to baked AO 2017-09-23 23:10:34 -03:00
Juan Linietsky
d3ea92257d -Fixed redraw always on 3D viewprot bug
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
2017-09-23 17:28:28 -03:00
Juan Linietsky
fbabef6da3 Fixes to rim parameter in shader 2017-09-23 08:27:48 -03:00
Juan Linietsky
bf371dcb32 Added proximity and distance fade to SpatialMaterial 2017-09-21 15:20:28 -03:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
53bbc046ee Merge pull request #11252 from marcelofg55/fix_noaudio_crash
Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Marcelo Fernandez
3528b1e571 Fix x11 exported executables not getting the +x flag 2017-09-17 14:40:58 -03:00
Rémi Verschelde
07d18a0076 Merge pull request #11276 from hpvb/fix-11270
Only do 'drive' discovery on X11
2017-09-17 18:44:25 +02:00
Hein-Pieter van Braam
65af96eab0 Only do 'drive' discovery on X11
As it turns out older versions of the Android NDK have mntent.h but not
a complete implementation. If it did work it would most likely give the
wrong results on Android anyway.

This commit enables the UNIX drive discovery only for X11

We also missed '/run/media' (default for gnome desktops) in the list of
places to look for 'drives' on Linux. Add that to the list also.

This fixes #11270
2017-09-14 23:04:30 +02:00
Wilson E. Alvarez
072e379ffe Renamed function arguments to keep them consistent between declaration and implementation 2017-09-14 13:49:15 -04:00
Marcelo Fernandez
7a4c0ff35e Fix crash when no audio driver is available 2017-09-13 20:54:55 -03:00
Rémi Verschelde
cc7c892bca Merge pull request #11160 from marcelofg55/drive_funcs_x11
Implemented DirAccess get_drive and get_drive_count for Linux
2017-09-13 20:04:54 +02:00
Rémi Verschelde
e73e00d369 Style: Apply clang-format to @reduz's changes
[ci skip]
2017-09-13 09:13:34 +02:00
Marcelo Fernandez
e5f905a735 Implemented DirAccess get_drive and get_drive_count for Linux 2017-09-12 23:43:08 -03:00
Marcelo Fernandez
730d36f350 Fixed issues with surround sound on audio server 2017-09-12 15:13:28 -03:00
Rémi Verschelde
8b76199b4b Merge pull request #10897 from themindoverall/fix_box_select
Fix draw_rect when width or height < 0
2017-09-12 15:36:23 +02:00
Juan Linietsky
1c5376ae59 Many fixes to visual script, changed virtuals override for a proper selector. 2017-09-12 07:58:54 -03:00
Rémi Verschelde
aabbd00284 Merge pull request #10908 from hpvb/fix-unused-variables
Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Rémi Verschelde
cf941fdc35 Merge pull request #11026 from hpvb/fix-assign-in-if
Remove assignment and declarations in if statements
2017-09-12 11:57:49 +02:00
Rémi Verschelde
2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
Rémi Verschelde
3941e01a57 Merge pull request #11041 from hpvb/fix-clang-format-error
Fix serveral recent new clang-format errors

[ci skip]
2017-09-12 11:16:36 +02:00
supagu
e7c5706f71 DirAccess constructor sets current_dir to an absolute path 2017-09-10 20:03:26 +09:30
Hein-Pieter van Braam
b2a38854fd Fix unused variable warnings
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Hein-Pieter van Braam
8230bf0a2f Remove assignment and declarations in if statements
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
2017-09-08 14:59:15 +02:00
Hein-Pieter van Braam
67a706fc1b Fix various assorted warnings
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
Juan Linietsky
5ca3af3371 Ability to use a sky for reflection together with a background color. 2017-09-07 20:45:37 -03:00
Juan Linietsky
c023a132d0 Fixed orthogonal projection in all effects and post processes 2017-09-07 20:16:33 -03:00
Hein-Pieter van Braam
5e18967d77 Fix serveral recent new clang-format errors 2017-09-08 00:20:16 +02:00
Juan Linietsky
eedb39091a Several fixes to directional shadows, closes #10926
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky
b19b7aebf7 Merge pull request #11027 from hpvb/fix-11022
Fix EOF in wav file importer
2017-09-07 07:53:56 -03:00
Juan Linietsky
8047127bc6 Force redraw when HDR auto exposure is enable in all frames, fixes #10784 2017-09-06 23:02:06 -03:00
Juan Linietsky
dd854768da -Fix folow surface in subsurface scattering, closes #10696
-Fixed filter kernels of subsurface scattering so quality settings make more sense
2017-09-06 21:45:02 -03:00
Hein-Pieter van Braam
cbedb54408 Fix EOF in wav file importer
In #10973 I reset the state of the stream in get_pos() assuming that the
ftell failing would cause proper error checking. This is not how this
class was designed, however. This commit fixes the get_8() method to
not return unitialized data on eof, and removes the wrong error resets
added in #10973.

This fixes #11022
2017-09-07 00:26:17 +02:00
Juan Linietsky
ddadc782ba Fix frame selection in 2D particles, closes #10668 2017-09-06 08:31:11 -03:00
supagu
f4994e750d Further symlink fixes 2017-09-06 18:09:27 +09:30
Juan Linietsky
e192c1a7d3 Fix directional vertex shaded light which was using normal instead of light color, closes #10608 2017-09-05 17:31:09 -03:00
Juan Linietsky
7eb8760477 Added support for for, break and continue. Closes #10560, closes #10661 2017-09-05 15:25:34 -03:00
Rémi Verschelde
54e81c7955 Merge pull request #10990 from MednauN/unshaded-fix
Fix unshaded materials render
2017-09-05 15:51:35 +02:00
Evgeny Zuev
094237eca0 Fix unshaded materials render 2017-09-05 12:19:15 +07:00
Juan Linietsky
2802dced84 Automatically redraw when shaders using TIME are visible, fixes #10554 2017-09-05 00:30:39 -03:00
Juan Linietsky
e611ff5f01 Fix opaque pre pass, closes #10472 2017-09-04 20:27:45 -03:00
Rémi Verschelde
44adf75cd5 Merge pull request #10986 from hpvb/fix-unix-file-open
Fix UNIX file open
2017-09-05 01:18:53 +02:00
Hein-Pieter van Braam
5fed954a1b Fix UNIX file open
In #10973 I refactored FileAccessUnix::_open() but I accidentally made
it impossible to create new files.

This fixes that and fixes #10984
2017-09-05 01:14:14 +02:00
Rémi Verschelde
27feafbe12 Merge pull request #10973 from hpvb/fix-file-access-unix
Make UNIX file access more correct
2017-09-05 00:33:20 +02:00
Rémi Verschelde
77d5013f94 Merge pull request #10974 from henkz1/gles-10963
Don't compare float to int
2017-09-05 00:12:43 +02:00
Rémi Verschelde
e0801111c4 Merge pull request #10883 from supagu/symlink2
Another take at fixing symlinks
2017-09-04 23:27:32 +02:00
Hein-Pieter van Braam
a7c2ff5c94 Make UNIX file access more correct
Check for errors in the POSIX recommended ways.
2017-09-04 22:23:29 +02:00
Henrik Andersson
e0a19a77e5 Don't compare float to int 2017-09-04 22:21:55 +02:00
Juan Linietsky
281fb4e4fb Added transmission shader parameter. 2017-09-03 10:30:37 -03:00
Fabian Mathews
dccdef1327 Another take at fixing symlinks 2017-09-03 13:46:05 +09:30
Chris Serino
3d6ccda188 Fix draw_rect when width or height < 0. Fixes #10849 2017-09-02 11:58:04 -05:00
Rémi Verschelde
8e75e7311b Merge pull request #10858 from letheed/add-shadow_filter-variant
add shadow_filter variant PCF7
2017-09-02 12:13:01 +02:00
Hein-Pieter van Braam
9c63ab99f0 Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde
dac150108a Merge pull request #10846 from hpvb/fix-sign-compare
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
Rémi Verschelde
3694c58d3c Merge pull request #10775 from marcelofg55/buffersize_fixes
Corrections to audio buffer size calculations
2017-09-01 21:41:24 +02:00
Juan Linietsky
6fa6149517 Fix some argument ordering, closes #10010 2017-09-01 15:01:17 -03:00
Juan Linietsky
8f30c52a37 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 2017-09-01 13:01:08 -03:00
Marcelo Fernandez
f231eadc9e Corrections to audio buffer size calculations 2017-09-01 11:12:13 -03:00
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
letheed
3a188015be add shadow_filter variant PCF7 2017-09-01 15:01:24 +02:00
Hein-Pieter van Braam
f9467ec1ea Fix signed and unsigned comparisons
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
51066fcde7 Merge pull request #10305 from H4kor/gles3
Fixes a bug in multimesh_instance_get_color
2017-08-31 08:44:22 -03:00
Rémi Verschelde
82208c1e8b Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose
Implement texture UV transpose in the gles3 renderer
2017-08-31 13:17:39 +02:00
Rémi Verschelde
f1e3dec442 Merge pull request #10624 from letheed/master
Fix shadow filter pcf5 implemented as pcf7
2017-08-31 11:01:57 +02:00
Juan Linietsky
a1d7c496b9 Improved default directional shadow params, added bias split scale, closes #9828 2017-08-30 08:08:44 -03:00
Juan Linietsky
06d7e36898 Changed bools to uint32_t as this may be a compiler bug.. 2017-08-29 15:09:59 -03:00
Juan Linietsky
e8b05ca996 -Fixed screen edge SSAO filter, fixes #9678
-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
Juan Linietsky
089cf8176e removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677 2017-08-29 10:15:49 -03:00
Bojidar Marinov
92a42668f2
Implement texture UV transpose in the gles3 renderer
Now tilemap rotations work again \o/
2017-08-29 14:51:35 +03:00
Rémi Verschelde
9a8a0e20e5 Merge pull request #10552 from RandomShaper/improve-posix
Improve Mac/UNIX conformance/reliability
2017-08-29 00:07:07 +02:00
Rémi Verschelde
ddbd133097 Merge pull request #10683 from marcelofg55/rtaudio_buffer_fix
Fix RtAudio driver buffer_size incorrect calculation
2017-08-28 23:03:04 +02:00
Rémi Verschelde
3ce6972d2c Merge pull request #10692 from marcelofg55/wasapi_driver
Added new WASAPI driver for Windows
2017-08-28 22:53:53 +02:00
Rémi Verschelde
6ef7783abb Merge pull request #10662 from hoelzl/python3-v3
Make build scripts Python 3 compatible
2017-08-28 00:05:15 +02:00
Juan Linietsky
d23f323cde -Moved script run to editor, removed from project
-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Matthias Hoelzl
b6e1e47e3a Make build scripts Python3 compatible
- The Windows, UWP, Android (on Windows) and Linux builds are
  tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
  I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
2017-08-27 23:05:39 +02:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Marcelo Fernandez
8e814774b1 Added new WASAPI driver for Windows 2017-08-27 15:26:15 -03:00
Marcelo Fernandez
7e6b015769 Fix RtAudio driver buffer_size incorrect calculation 2017-08-27 10:00:35 -03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Wilson E. Alvarez
7a07895920 Added/Fixed null pointer checks 2017-08-26 16:58:47 -04:00
Juan Linietsky
1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
Juan Linietsky
90445aae67 Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917 2017-08-25 09:56:10 -03:00
letheed
a5d765db4f fix shadow filter pcf5 implemented as pcf7 2017-08-25 02:34:28 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Pedro J. Estébanez
d806ad4a3d Implement custom thread numbering for POSIX
For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage.

Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
2017-08-24 07:02:55 +02:00
Pedro J. Estébanez
a560a62118 Make OS::delay_usec() more reliable on UNIX
Implemented with `nanosleep()`. `usleep()` is deprecated.
Also loops to ensure that __at least__ the requested time is waited, accounting for spurious interruptions.

May help in situations like reattempting to connect to the debugger.
2017-08-24 07:02:55 +02:00
Gilles Roudiere
591a892c2e fix ssao issue with intel hd**** hardwares 2017-08-23 00:10:37 +02:00
Juan Linietsky
294e912a84 Fade last cascade in directional shadow, closes #9779 2017-08-22 12:17:20 -03:00
Juan Linietsky
e54c4028ef Invalid materials or shaders will now interrupt the next chain in materials, closes #9570 2017-08-22 11:23:40 -03:00
Rémi Verschelde
411f0755a8 Fix Reindhart tonemapping, invalid type in signature
Fixes #10533.
2017-08-22 08:06:54 +02:00
Juan Linietsky
00a26f512c Several fixes to subsurface scattering. Closes #9530 2017-08-21 21:38:01 -03:00
Rémi Verschelde
df590fc2d3 Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments
Removed unnecessary assignments
2017-08-22 00:58:12 +02:00
Rémi Verschelde
e9c43cecbf Merge pull request #10433 from djrm/pr_svg_support
SVG support
2017-08-21 23:49:07 +02:00
Juan Linietsky
247c2f7be3 Revert "Reworked change_dir to support symlinks" 2017-08-21 18:06:01 -03:00
Wilson E. Alvarez
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Juan Linietsky
0bdbe370bf Implemented missing opaque prepass render mode, fixes #9452 2017-08-20 21:26:15 -03:00
Daniel J. Ramirez
da8fecf25e Added support for SVG 2017-08-20 13:53:02 -05:00
Juan Linietsky
831e21e89b Properly initialize color hinted vec4 uniforms to 0,0,0,1 fixes #9354 2017-08-20 12:35:43 -03:00
Juan Linietsky
7e5890d23d -Fix all shadow and culling related issues, fixes #9330 2017-08-19 20:07:21 -03:00
Juan Linietsky
8fc6bb8f77 Added polygon antialiasing, but it does not work on nvidia. Will have to try something else.. 2017-08-19 13:14:38 -03:00
Rémi Verschelde
1a92906b68 Merge pull request #10406 from marcelofg55/closest_power_of_2
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-18 08:12:56 +02:00
Marcelo Fernandez
eab850524e Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-17 19:51:13 -03:00
Juan Linietsky
3a4ff3402d Oops, fixed wrong color masking problem. Closes #10149 2017-08-17 18:33:59 -03:00
Rémi Verschelde
22d21ebef0 Merge pull request #8144 from supagu/symlink
Reworked change_dir to support symlinks
2017-08-17 11:50:21 +02:00
Bojidar Marinov
995fca44b2
Fix particles emitting when emitting is set to false in scene
Caused by #10297 calling particles_restart() on the same frame as the one set_emitting(false) is called. The rasterizer would wait a frame, and then set emitting back to true.
2017-08-16 23:38:36 +03:00
TwistedTwigleg
00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Rémi Verschelde
f2764dd15d Merge pull request #10343 from Faless/html5_fixes_2
Use precision for samples only when #version 300 es
2017-08-16 17:09:57 +02:00
Fabio Alessandrelli
2d48f4ecf1 Use precision for samples only when #version 300 es
Fix #10332
2017-08-16 15:04:21 +02:00
Wilson E. Alvarez
21d281c4a9 Use const reference where favorable 2017-08-14 13:28:06 -04:00
Niko Abeler
5d2b059d46 fixed multimesh_instance_get_color 2017-08-12 16:17:53 +02:00
Fabio Alessandrelli
9b9a723c77 Some fixes for shaders and WebGL2
Add padding to UBO data to be multiple of 16 bytes
Add precision definition for samplers
Replace texture2D (deprecated) with texture in shaders
2017-08-11 23:26:24 +02:00
Fabio Alessandrelli
f863c0ca14 Explicitily unsed AI_NUMERICHOST flag to fix HTML5 2017-08-11 19:39:36 +02:00
Juan Linietsky
df573f5c3a -Restored Sprite3D to working function, fixes #2061, fixes #9738
-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
Juan Linietsky
144226af51 sorry, leftover bug fixed 2017-08-08 08:31:34 -03:00
Juan Linietsky
78177483b5 -Made visual server time affected by global time scale, closes #5583
-Restored time rollover in visual server
2017-08-08 08:25:35 -03:00
Juan Linietsky
539fbad919 Restored black bars and custom images instead of black bars, closes #1571 2017-08-07 18:09:13 -03:00
Thomas Herzog
5f48c3cc07 Merge pull request #10055 from henkz1/immediate
Fix ImmediateGeometry
2017-08-07 23:09:01 +02:00
Rémi Verschelde
3121b3a4f4 Merge pull request #10141 from ISylvox/lower_case_godot_api
Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00
bruvzg
839cb018b2 Re-revert #378b1e6 for s3tc 2017-08-07 14:59:14 +03:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
bruvzg
20c90186be Revert #378b1e6 for s3tc 2017-08-07 12:35:54 +03:00
Rémi Verschelde
2bb8ab7b89 Merge pull request #10045 from marcelofg55/audioserver_finish
Fix double finalisation of audio drivers
2017-08-07 11:11:03 +02:00
Juan Linietsky
378b1e6cf0 RGTC and S3TC are now always enabled on desktop, given the spect dictates they should be. Fixes #9267, Fixes #9939 2017-08-06 22:22:42 -03:00
Juan Linietsky
2ea64d2dc1 Use vertex distance instead of z, fixes #9108 2017-08-06 21:57:40 -03:00
Henrik Andersson
ca497df2d3 Fix rendering of ImmediateGeometry with UVs
When using set_uv or any attrib except vertex, the geometry broke.
2017-08-03 05:06:06 +02:00
Henrik Andersson
fdc421836f Make it possible to render ImmediateGeometry
Geometry for ImmediateGeometry was never added inside _fill_render_list.
2017-08-03 04:04:11 +02:00
Marcelo Fernandez
1ca107a057 Fix double finalisation of audio drivers 2017-08-02 11:45:19 -03:00
Indah Sylvia
690ceeb17a remove meaningless print line from editor console 2017-08-02 13:27:01 +07:00
Juan Linietsky
b276d92c8a Few small GI Probe fixes 2017-07-29 00:04:29 -03:00
bruvzg
1a03cd537f Add missing max. number of samples (MSAA) check 2017-07-27 17:56:43 +03:00
Karroffel
135c2112ad added an optional parameter to OS symbol lookup
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
2017-07-27 11:13:21 +02:00
Poommetee Ketson
0154098531 Fix various property not found errors 2017-07-26 20:03:13 +07:00
Juan Linietsky
f5277e347d Fixes to glow and auto exposure, closes #9797, closes #9106 2017-07-26 00:40:32 -03:00
Juan Linietsky
e15a0c5243 Merge pull request #9712 from BastiaanOlij/fix_checking_framebuffer
add missing framebuffer check
2017-07-24 18:37:14 -03:00
Evgeny Zuev
4ed6e4a70e Fix switching SRGB extension happen before binding of texture
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed
before the call of `glBindTexture`, which caused modification of previously
bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-24 18:25:55 +07:00
Rémi Verschelde
38c471bef6 Merge pull request #9765 from Noshyaar/pr-clang
Clang-formatting *.cpp and *.h (some files excluded)
2017-07-23 13:16:48 +02:00
Juan Linietsky
772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
Poommetee Ketson
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
BastiaanOlij
8513bbdb8b add missing framebuffer check 2017-07-20 00:04:19 +10:00
Juan Linietsky
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
David Carlier
df87ad14d0 get_executable_path slight change to make it work under OpenBSD 2017-07-16 10:53:51 +01:00
Juan Linietsky
3da3a36034 Many fixes to improve GI Probe quality 2017-07-15 23:24:37 -03:00
Juan Linietsky
5dd7c3b6ab Fix to make voxel cone tracing work properly again 2017-07-15 20:02:56 -03:00
Juan Linietsky
741145febd -Fix for multiple reflection probes causing issues.
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00
Juan Linietsky
2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde
d23fc16b2d Merge pull request #9564 from Noshyaar/pr-threshold
Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
Juan Linietsky
e577c5b070 Some adjustments to toon material to make it more flexible
Ability to also disable specular
2017-07-08 14:01:56 -03:00
Juan Linietsky
f4c8c552f9 Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials. 2017-07-08 12:36:15 -03:00
Poommetee Ketson
2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky
84de71872f -Added triplanar mapping modes
-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky
1a857c5149 Fixed bug regarding to strange black shapes appearing in ice from material tester demo 2017-07-05 22:36:13 -03:00
Juan Linietsky
12a8fedfe6 Some changes to dual paraboloid envmap generation, fixes somme bleeding 2017-07-05 19:39:45 -03:00
Juan Linietsky
7263137dba Implemented environment arrays for skybox reflection and roughness, quality increase is enormous. 2017-07-04 23:53:08 -03:00
Juan Linietsky
2a3e00c8c7 -Many fixes to VisualScript, fixed property names, etc.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Robert Hernandez
ffe8f8ca21 Fixed NinePatches not working on HTML5 2017-06-28 19:17:59 -04:00
Juan Linietsky
3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
83ae9a5e28 Ability to restart particle system with a function call 2017-06-25 08:01:50 -03:00
Poommetee Ketson
e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
Juan Linietsky
0cac32910a -Restored support for Canvas BG mode on Environment
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
8ef1c41a4e Small fixes required to get platformer to work.
Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
f27d2a3355 -Moved NinePatch to shader, saves a ton of draw calls rendering UI
-Implemented missing stretch modes, now tile and tile fit work
2017-06-21 23:37:25 -03:00
Juan Linietsky
95560e02c5 2D GPU Particles working.. 2017-06-21 16:26:26 -03:00
Juan Linietsky
0288be1e76 Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. 2017-06-17 23:27:42 -03:00
Juan Linietsky
2da3f48e5a -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
Juan Linietsky
9757fc354c Fix transparent background rendering, closes #8703
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Juan Linietsky
e11fae0bbf Particles properly update the shadow maps, closes #8815 2017-06-17 07:32:49 -03:00
Juan Linietsky
b19225bfce -Fix freezes caused by etccomp2, closes #9183
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Juan Linietsky
80929d36be TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
Juan Linietsky
5d02b948a9 Cleaned up Screen Space Reflections, closes #8119 2017-06-16 08:30:21 -03:00
Juan Linietsky
29cfc365aa Fixes to SSR, WIP. 2017-06-16 08:30:21 -03:00
Marc Gilleron
4dbe0967d5 Fixed memory leaks
- PoolVector leak
- mesh_remove_surface leak
2017-06-16 02:39:16 +02:00
Juan Linietsky
da14225ad8 fix bug related to unshaded materials not working on MSVC. Not cleanest solution, might think about how to improve later. 2017-06-15 10:36:00 -03:00
Juan Linietsky
47b34bf79b Remove error spam on Intel, closes #8665 2017-06-15 09:02:34 -03:00
Juan Linietsky
f8bd488457 Merge pull request #9109 from RandomShaper/optimize-2d-lighting
Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez
93ffd9023f Add AT_LIGHT_PASS builtin to canvas shaders
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.

Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Juan Linietsky
2b62872547 Fix _draw_polygon colors and uvs 2017-06-14 18:43:57 -03:00
Juan Linietsky
462d8ceb46 Fixed several bugs with directional light, and changed defaults to be more sensible. 2017-06-14 17:06:36 -03:00
Juan Linietsky
a8a1f2e2a8 -Fixed occluder rendering, closes #8560
-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Juan Linietsky
95c248e24f Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 2017-06-13 00:07:05 -03:00
Juan Linietsky
ea6cb22329 Merge pull request #8835 from ippan/particles_shader_index
add index to particles glsl
2017-06-12 23:33:41 -03:00
Juan Linietsky
fc04e0b1f2 Fix bug breaking shader when skeleton+tangents were used, closes #8673 2017-06-12 19:54:35 -03:00
Juan Linietsky
831860695c Fix empty shader related crash, closes #8314 2017-06-12 19:23:37 -03:00
Juan Linietsky
41c3ca358e Fixed _draw_polygon, should help fix other bugs.. 2017-06-12 18:56:16 -03:00
Juan Linietsky
61c82f4356 Restored everything related to information polling, and added information box for viewport. 2017-06-11 18:13:04 -03:00
Juan Linietsky
4d50c7ad8c Restored multiple viewport function, as well as view modes. 2017-06-11 15:52:03 -03:00
Pedro J. Estébanez
4d90750729 Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size 2017-06-09 21:17:47 +02:00
alexholly
935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Juan Linietsky
612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky
840ac8c018 Fog is complete! 2017-06-07 08:38:21 -03:00
Juan Linietsky
0fb99306ff -working SCREEN_TEXTURE, SCREEN_UV shader variables
-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
Rémi Verschelde
f8d7670e82 Merge pull request #9038 from AlexHolly/rect2-rename-pos
renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Juan Linietsky
5aa66d03d8 Added depth texture support (using parallax) to default material. 2017-06-04 20:35:45 -03:00
Juan Linietsky
8126a0cb12 subsurface scattering is fixed and working again 2017-06-03 21:14:05 -03:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Juan Linietsky
8a1097a224 many fixes to image loader, voxel cone tracing, etc. 2017-06-02 22:08:41 -03:00
Juan Linietsky
e79d7149ea GI probes working back again 2017-06-01 22:38:07 -03:00
Juan Linietsky
c03131fc9f Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
Juan Linietsky
bd26fa7bf2 stuff got modified :( 2017-05-31 20:29:56 -03:00
Juan Linietsky
a134f58fb3 rewritten PBR implementation to make it friendlier with Blender 2017-05-31 20:29:56 -03:00
Juan Linietsky
5567e898d1 Several fixes related to PBR and Environment 2017-05-30 08:56:19 -03:00
Juan Linietsky
f89641907f -Added EXR supprot for HDR (no BC6 compression yet though)
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Juan Linietsky
bf6380ee70 Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not. 2017-05-25 14:00:43 -03:00
BastiaanOlij
3768a3b2c5 More fixes for iOS Godot 3.0
- nicely exit if initialisation fails
- fix a few issues around new event handling
- use 16bit single channel framebuffer as 32bit is not supported on iOS
2017-05-23 22:38:36 +10:00
BastiaanOlij
c51ce72702 Added texture_get_texid 2017-05-20 10:09:36 +10:00
PanPan
d9e3bbe17d add index to particles glsl 2017-05-19 23:43:25 +08:00
Rémi Verschelde
f85cad4fec Merge pull request #8793 from ippan/shader_varying
fix varying in 3.0 shader
2017-05-18 19:00:21 +02:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
PanPan
9079ef46e7 fix varying in 3.0 shader 2017-05-17 16:41:49 +08:00
Andreas Haas
c3e43c6d5f Revert "Particles potential crash fix" 2017-05-15 20:11:42 +02:00
honix
9d7d24682d Particles potential crash fix 2017-05-15 20:49:20 +03:00
Fabio Alessandrelli
a1c41be569 Fix local ip addresses (interfaces) detection.
Ignore non-IP addresses for both windows and unix
2017-05-08 22:27:06 +02:00
Fabio Alessandrelli
020f6a7f20 Socket helpers now fall back to ipv4 on systems where ipv6 is disabled. 2017-05-08 21:53:23 +02:00
Fabio Alessandrelli
5c6715a291 Fix UDP wait() not returning after first received packet 2017-05-05 17:41:11 +02:00
Rémi Verschelde
f527a69462 Merge pull request #8589 from tagcup/dxt1_fix
Use correct mode for DXT1 textures.
2017-05-02 23:31:42 +02:00
Rémi Verschelde
4dd291cecb Merge pull request #8586 from vnen/uwp-3
Fix compilation for UWP
2017-05-01 22:48:01 +02:00
Ferenc Arn
2f84731177 Use correct mode for DXT1 textures.
libsquish, which is used to generate all S3TC textures, works only with RGBA textures.

Fixes #8550.
2017-04-29 20:01:12 -05:00
George Marques
f7bd21a022
Fix compilation for UWP 2017-04-29 20:15:59 -03:00
Rémi Verschelde
d4029aa51a Move other lone thirdparty files to thirdparty/misc
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
2017-04-28 21:19:25 +02:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
24b2186ff9 Merge pull request #8388 from Dobbias/fix_#8381
Fix gles3-particles shader not compiling
2017-04-18 00:01:08 +02:00
L. Krause
3e0f8bb254 Fix FBO depth texture format 2017-04-15 13:56:55 +02:00
Dobbias
5404e10803 replaced incompatible keywords/function 2017-04-13 16:46:16 +02:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Juan Linietsky
1c480698ce -Fixed crash with splash screen on windows
-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Juan Linietsky
7ba71fb243 Restored (And auto-generated) splash image 2017-04-09 20:03:38 -03:00
Juan Linietsky
fccf2816d4 -Fix eternal black screen on Windows
-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Juan Linietsky
4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
efba539f93 Fix build on older GCC versions
Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07 19:24:37 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Karroffel
741800f5cc [DLScript] fixed android builds now
... really.
2017-04-06 14:00:54 +02:00
Fabian Mathews
d3b7d42784 Reworked change_dir to support symlinks 2017-04-06 20:43:34 +09:30
Rémi Verschelde
46bc14e66f Merge pull request #8246 from GodotNativeTools/dlscript-module
DLScript module
2017-04-04 00:25:03 +02:00
Karroffel
fd55308786 added dlscript module
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.

This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.

For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-03 17:20:11 +02:00
Karroffel
67f59bc2d9 increased maximum number of scripting languages 2017-04-03 16:10:26 +02:00
Rémi Verschelde
1bd3648bb0 Merge pull request #8211 from robertdhernandez/NinePatch-Fix
[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03 14:41:53 +02:00
volzhs
e65b8b666c Fix failing to compile shader on Adreno GPU 2017-04-02 23:16:25 +09:00
Robert Hernandez
a4a12a2b7b Fixed AtlasTexture being incorrectly
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
2017-03-30 21:09:25 -04:00
Karroffel
2281942fb3 Added methods for opening dynamic libraries to OS 2017-03-29 23:05:15 +02:00
Rémi Verschelde
296ece2c6a Merge pull request #7985 from Faless/enet_godot_sock_squash
Update ENet to use Godot sockets.
2017-03-24 22:47:18 +01:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Fabio Alessandrelli
5f681d0b0f Allow non blocking UDP put_packet in C++.
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
2017-03-24 02:30:11 +01:00
Juan Linietsky
efaeebab4d Several fixes to Android exporter and port.
Android seems to be working again!
2017-03-23 20:14:12 -03:00
eska
12dd86bba0 Some WebGL 2 and build fixes/clean-up 2017-03-17 15:56:48 +01:00
Juan Linietsky
af020160c6 more html5 fixes 2017-03-14 10:53:46 -03:00
Rémi Verschelde
b19b8f72e8 Merge pull request #8009 from Calinou/directional_shadow_interpolation
Improve directional shadow filtering by using linear interpolation
2017-03-13 11:03:45 +01:00
Rémi Verschelde
a45e6f67d5 Merge pull request #7981 from RandomShaper/position-for-2d-shaders
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-13 11:01:14 +01:00
Juan Linietsky
6d15e15732 converted skeletons from uniform to texture 2017-03-12 13:08:56 -03:00
Hugo Locurcio
335d96a0ab Improve directional shadow filtering by using linear interpolation 2017-03-11 12:24:54 +01:00
Pedro J. Estébanez
5ff0924a93 Map POSITION to gl_FragCoord.xy for 2D shaders 2017-03-08 02:07:59 +01:00
Rémi Verschelde
15c4d5006e Fix build issue with MSVC
windows.h is a mess.
2017-03-06 09:11:03 +01:00
Rémi Verschelde
6163343118 Make that Whole New World great again
Fix regression from 5dbf180 that broke Windows build.
2017-03-05 19:12:22 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Ferenc Arn
790611ef26 Added missing FIXMEs in PR #7878 2017-03-02 16:13:01 -06:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky
ffcd954211 Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though 2017-02-22 19:14:21 -03:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Juan Linietsky
903a3aa5f0 a ton of bug fixes to the renderer 2017-02-16 08:55:43 -03:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Juan Linietsky
d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Rémi Verschelde
70b9aa379d Merge pull request #7581 from Faless/v6_wild_bind
TCP/UDP listen bind to address and bugfixes
2017-02-12 23:31:40 +01:00
Hein-Pieter van Braam
cff6840ff7 Add a simple signal handler for SIGCHLD on Unix
This fixes #6631
2017-02-09 22:08:35 +01:00
Juan Linietsky
07bbcf91f7 basic contact shadows implementation, will most likely need some polishing 2017-02-08 07:35:14 -03:00
Juan Linietsky
6bfaa0f12c shadows were not working in-editor for nvidia, fixed now 2017-02-06 20:18:35 -03:00
Juan Linietsky
5cc63dee0f ability to adjust propagation in gi probe 2017-02-06 05:12:15 -03:00
Juan Linietsky
6f2e16306a Several bugfixes, improving the import workflow 2017-02-06 00:38:39 -03:00
Rémi Verschelde
40e4c1f6ab Merge pull request #7689 from eska014/webgl2
Enable WebGL2 in web export, start fixing build
2017-02-02 08:18:42 +01:00
eska
e06edc67c0 Enable WebGL2 in web export, start fixing build
Will not yet compile
2017-02-01 10:21:04 +01:00
Fabio Alessandrelli
5dc7c920bf Fix buffer size check in UDP socket.
We were reserving 12 bytes from the buffer for ip, port, and length, but since
IPv6 introduction we should be reserving 24 (IPv6 are 16 bytes)
2017-01-23 20:18:23 +01:00
Fabio Alessandrelli
9336857132 Use default UDP ring buffer size of 65536 for clients
We should probably create a specific function for setting the
recv buffer anyway. UDP sockets does not need to bind (listen)
to be able to call recvfrom. This is especially useful for clients
who just call set_send_address and start communicating with a server.
2017-01-23 20:18:23 +01:00
Fabio Alessandrelli
68dc969f8c Fix bug causing UDP socket to close after the first send if not listening
The ring buffer for receiving packets was not resized in constructor
2017-01-23 20:18:23 +01:00
Fabio Alessandrelli
fa0cb7da0e Avoid deadlock when writing/reading data on a connecting TCP socket
TCP status polling is always performed as non blocking.
Trying to put a packet on a connecting socket will fail immediately.
2017-01-23 20:18:23 +01:00
Fabio Alessandrelli
619e7a2c8b Bind to IPv4 on OpenBSD when using wildcard
OpenBSD does not support binding on both IPv4 and IPv6 using the same socket
2017-01-23 20:18:23 +01:00
Fabio Alessandrelli
88a56ba783 Remove set_ip_type from network classes (no longer needed)
- TCP:
  - `listen` bind to wildcard "*" -> dual stack socket
  - `listen` bind to address -> socket from address type
  - `connect` -> resolve using best protocol (UNSPEC), socket from address type

- UDP:
  - `listen` bind to wildcard "*" -> dual stack socket
  - `listen` bind to address -> socket from address type
  - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
    (to change socket type you must first call `close` it)
2017-01-23 20:18:22 +01:00
Fabio Alessandrelli
2fe4ef6699 Implement UDP listen bind address 2017-01-23 20:18:18 +01:00
Fabio Alessandrelli
b2839343ca Implement TCP Server bind address 2017-01-23 20:15:20 +01:00
Fabio Alessandrelli
98a7e2b4e0 Convert validity checks of IP_Address to is_valid method. 2017-01-23 20:15:20 +01:00
Fabio Alessandrelli
e4b9b37ccf Avoid calling close when polling a UDP peer without socket 2017-01-23 20:15:20 +01:00
Juan Linietsky
0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
7b059965e8 Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
BastiaanOlij
3a02df7739 Working on compile issues for iOS 2017-01-16 23:14:13 +11:00
Rémi Verschelde
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Juan Linietsky
5dde810aa5 no more errors related to missing GlobalConfig::Get (or so I hope) 2017-01-14 21:57:22 -03:00
Rémi Verschelde
a540e15cd1 Merge pull request #7513 from djrm/compilation_fix
Matrix32 -> Transform2D
2017-01-15 00:27:05 +01:00
Rémi Verschelde
a992d3f74f Merge pull request #7510 from Faless/tcp_connect
TCP connect always opens the correct socket type
2017-01-15 00:26:46 +01:00
Rémi Verschelde
479790a841 StreamPeerWinsock: Fix changed declarations
Bug introduced in dcb95ec147.
2017-01-14 16:23:01 +01:00
Rémi Verschelde
f4897fccf0 DirAccessWindows: Fix list_dir_begin return type
Fixes bug introduced in da4170540c.
2017-01-14 15:26:01 +01:00
Juan Linietsky
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
da4170540c Fixed dir access return value, changed it to Error like all other funcs 2017-01-14 09:17:15 -03:00
Juan Linietsky
6c512b88c2 UDP.set_send_address to UDP.set_dest_address 2017-01-14 00:54:21 -03:00
Fabio Alessandrelli
55b4f3686d TCP connect always opens correct socket type
TCP client connections does not need to rely on ipv6 dual stack sockets
2017-01-13 19:02:39 +01:00
Daniel J. Ramirez
aafaf2226f Matrix32 -> Transform2D 2017-01-13 01:34:32 -06:00
Fabio Alessandrelli
65483d57bf Improvements to scons defined WINVER/_WIN32_WINNT 2017-01-12 17:13:19 +01:00
Juan Linietsky
35b404ba08 Unify naming of blendshape / morphtarget into just "Blend Shape" 2017-01-12 08:34:00 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Rémi Verschelde
1105b42883 Merge pull request #7425 from lonesurvivor/master
Fix for the huge audio latency (>200 ms) for the …
2017-01-10 15:19:13 +01:00
Rémi Verschelde
b24fe6879a Windows: Workaround missing includes in MinGW-w64 < 4
The MinGW-w64 version we have on our Travis build environment (Ubuntu 12.04,
mingw-w64 2.0.1, gcc 4.6) is old and has some missing includes in the
dependencies of the `tcpmib.h` header [0] [1] [2].
Those were not triggered before 6323779596
probably due to conflicting WINVER definitions which prevented triggering the code
specific to >= 0x0600 (Vista). We ensure it won't be triggered by defining the
_WIN32_WINNT macro to Windows XP compatibility.
2017-01-09 12:10:25 +01:00
Rémi Verschelde
6323779596 Windows: Define _WIN32_WINRT to 0x0600 (Vista)
Passed as a compiler define to be sure it is always define before windows.h
is loaded. This means that Godot officially requires Vista API or later, it will
not work on Windows XP or earlier.

Also fix a bogus check for Windows 7 API.
2017-01-08 20:41:26 +01:00
Juan Linietsky
d9ca9d778d Use more compatible initializarion of RWLockPosix 2017-01-08 11:35:32 -03:00
Juan Linietsky
263d5fcff8 Added missing readers writers lock to windows, should compile and run again.. 2017-01-08 11:13:12 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Rémi Verschelde
dc0d08cc93 Move glad files to thirdparty dir 2017-01-06 22:42:19 +01:00
Juan Linietsky
53ce643e52 -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
lonesurvivor
da6b6c2dd7 Fix for the huge audio latency of the SamplePlayer (>200 ms)
- fixes PulseAudio, ALSA and RtAudio driver
- cleans up the driver files for better readability (mostly whitespace-related stuff)
- makes ALSA and Pulseaudio actually use the global setting "audio/mix_rate" for the sample rate instead of a
fixed value (RtAudio did this already)
2017-01-05 15:36:29 +01:00
Juan Linietsky
495d059a74 Merge branch 'master' of https://github.com/godotengine/godot 2017-01-05 09:18:03 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
BastiaanOlij
55d425807f First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
0b2771bd65 Merge pull request #7271 from Faless/ipv6_cleanup
Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +01:00
Juan Linietsky
c2a217c350 WIP particle system
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
reduz
f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
reduz
289bc881aa now it really works on window for real 2016-12-25 08:05:23 -03:00
reduz
0d4abf2aa3 fixed a horrible bug on Windows AMD, scenes saved until now in this branch
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky
3adb42e217 Fixed many more bugs reported by Valgrind 2016-12-23 08:47:16 -03:00
Juan Linietsky
6b35211c53 eliminated some crashes according to llvm address sanitizer 2016-12-23 01:16:04 -03:00
Juan Linietsky
19ba45587c put some limits to max ubo sizes to avoid crashes 2016-12-23 01:05:21 -03:00
Juan Linietsky
4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
REBELLIOUSX\Rebel_X
20d6af6028 Fix issue #7331
A Drive with "Z" letter assigned to it on Windows will be shown.
2016-12-22 07:05:56 -06:00
Juan Linietsky
f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky
37f558cd7b Some BRDF fixes 2016-12-21 14:22:17 -03:00
reduz
72b844c349 Godot works on Windows again.. 2016-12-21 02:29:58 -03:00
Juan Linietsky
075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Juan Linietsky
22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Fabio Alessandrelli
de23ce11b5 Remove old unused AI_V4MAPPED flag to getaddrinfo 2016-12-09 23:38:14 +01:00
Fabio Alessandrelli
1aff508dd9 IP_Address now handle IPv4 and IPv6 transparently
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
  mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
  (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
c18c5013f8 Migrate int.IP_TYPE_ constants to IP.TYPE_ 2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
4d90a4fcd5 Move V6ONLY flag selection inside helpers 2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
9200da58e4 Automatically map IPv4 address to IPv6 when needed 2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
95bdd97768 Use an instance variable for ip_type in raw sockets
PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
311f1f165b Fix getaddrinfo failing on android 2016-12-09 18:24:58 +01:00
Fabio Alessandrelli
4f07b595a1 Properly handle tcp connection failure 2016-12-09 18:24:58 +01:00
Fabio Alessandrelli
cdc1ca0f13 Fix _set_ip_addr_port not setting the address. 2016-12-09 18:24:58 +01:00
Juan Linietsky
18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
Juan Linietsky
8534ced22d Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
Juan Linietsky
9bc506067a fix small issue with copying reflections 2016-12-04 13:08:38 -03:00
Juan Linietsky
a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
Juan Linietsky
27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
eska
a6ae3204fb OS additions and fixes for WebAssembly/asm.js
- Implement alert, shell_open, set_window_title
 - Add locale lookup, fixes #2477
 - Print without color control sequences
 - Move get_executable_path implementation to OS_JavaScript
2016-11-30 22:01:55 +01:00
Juan Linietsky
1652f876fd Add missing glsl file and remove generated .h files 2016-11-30 07:36:56 +01:00
Juan Linietsky
a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Juan Linietsky
3f40701002 fixed bug removing dependencies 2016-11-24 23:30:54 -03:00
Juan Linietsky
a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
Juan Linietsky
69c30709ec implemented immediates 2016-11-23 08:00:15 -03:00
Juan Linietsky
7cf8d75cf8 WIP immediates and proper buffers swapping 2016-11-23 07:04:55 -03:00
Juan Linietsky
b72ca04605 Changed to proper GLSL version 2016-11-22 20:53:37 -03:00
Juan Linietsky
9d635f0629 Migrated from GLES to GLAD, fixes many issues. 2016-11-22 20:51:56 -03:00
Juan Linietsky
943d27f46d Instancing is working! (hooray) 2016-11-22 01:26:56 -03:00
Juan Linietsky
70d095d8f2 Skeletons are working now. 2016-11-21 19:03:39 -03:00
Juan Linietsky
a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
Juan Linietsky
a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
Juan Linietsky
cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
George Marques
411faaa6f4
Rename remaining WinRT references to UWP 2016-11-03 14:51:08 -02:00
George Marques
b113c7b7a3
Rename WINRT_ENABLED to UWP_ENABLED 2016-11-03 14:51:08 -02:00
Rémi Verschelde
cc95d4448c scons: Reorder options for clarity
Also prefix all thirdparty-related toggles with `builtin`.
2016-11-03 07:45:08 +01:00
George Marques
3958171a7a Merge pull request #7006 from vnen/fix-ipv6-uwp
Fix IPv6 linking for UWP
2016-11-01 12:39:45 -02:00
George Marques
4160b3c9fe
Fix IPv6 linking for UWP 2016-10-31 21:39:45 -02:00
Rémi Verschelde
f34151ff0f style: Various other PEP8 fixes in Python files
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Juan Linietsky
6b2a27bbe5 shadow atlas allocation (work in progress) 2016-10-31 08:47:46 -03:00
Fabio Alessandrelli
bdc7ca84ca Define IPV6_V6ONLY flag if not defined on windows (old mingw versions) 2016-10-30 22:58:15 +01:00
Fabio Alessandrelli
eb27e993f0 TCP/UDP Listen sockets can now be set to IPv6 only 2016-10-30 17:46:05 +01:00
Fabio Alessandrelli
812908e236 Fix windows debugger connection problems.
Unify network socket creation between platform.
Ensure IPV6_V6ONLY flag is not set on sockets (allow IPv4 connection in IPv6 socket, dual-stack).
2016-10-30 17:46:05 +01:00
Fabio Alessandrelli
ee69bd81cf TCPServer listen now default to IP type ANY (v6 socket with v4 support) 2016-10-30 17:46:05 +01:00
Rémi Verschelde
1944635ac4 Merge pull request #6959 from RandomShaper/fix-big-libs
Adopt simpler strategy for big libs on Windows
2016-10-30 17:35:37 +01:00
Rémi Verschelde
e34a5324c8 scons: Move lib splitting method to methods.py
Apparently it might still be necessary for some console ports.
2016-10-30 17:04:07 +01:00
Juan Linietsky
acfa606915 resolved reflection cubemap blending 2016-10-29 22:11:05 -03:00
Juan Linietsky
d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Pedro J. Estébanez
51ad1c1668 Adopt simpler strategy for big libs on Windows 2016-10-29 03:34:53 +02:00
Juan Linietsky
53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Zher Huei Lee
439d439321 RegEx re-implemented as a module
Re-wrote nrex as a module using godot-specific parts and new
features:

 * Added string substitutions.
 * Named groups are now supported.
 * Removed use of mutable variables in RegEx. RegExMatch is returned
   instead.
2016-10-27 10:27:40 +01:00
Fabio Alessandrelli
25e29972a9 Fix PacketPeerUDP get_packet_port()
Properly convert port field from network to system ordering on incoming packets.
2016-10-26 18:27:01 +02:00
Rémi Verschelde
c67e3a485d Merge pull request #6925 from godotengine/ipv6
Adding IPv6 support
2016-10-26 14:32:51 +02:00
Fabio Alessandrelli
80e911647c Pass correct address size (ipv4,ipv6) to socket connect, bind, sendto
The address size passed to network system calls now reflects the the actual IP type (v4 or v6).
Fix Windows and OSX ipv6 sockets
2016-10-26 08:20:31 +02:00
Juan Linietsky
cb34b70df1 More scene work, can display a skybox 2016-10-21 07:27:13 -03:00
Ariel Manzur
672225b710 added windows support for ipv6, cleaned up unix code 2016-10-20 07:04:10 -03:00
Ariel Manzur
1d45f35a4a fixed some byte order and parsing problems 2016-10-19 18:32:36 -03:00
Juan Linietsky
4428115916 Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Ariel Manzur
887a897c02 adding ipv6 2016-10-18 18:53:18 -03:00
Rémi Verschelde
c23e8797f1 Merge pull request #6855 from vnen/xaudio2-driver
Isolate XAudio2 driver
2016-10-18 07:22:10 +02:00
George Marques
05bf24b9a5
Fix memory management of XAudio2 driver 2016-10-17 20:42:37 -02:00
George Marques
f3102160a1
Isolate XAudio2 driver
Now it's possible to compile for Windows platform if wanted. It's
supported only for Windows 8 or later, so it's not enabled by default.
2016-10-17 20:42:12 -02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
e57042e8a9 png: Try to fix neon issue on iphone armv7 2016-10-15 18:10:19 +02:00
Rémi Verschelde
248bc9159c drivers: Refactor SCsub and drop redundant env_drivers clone
The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.

Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.
2016-10-15 18:10:18 +02:00
Rémi Verschelde
edbc0c0d0b freetype: Make it a module and split thirdparty library
Comment out the weird workaround for building on Windows at it might
not be needed anymore. Testing needed to confirm.
2016-10-15 18:10:17 +02:00
Rémi Verschelde
e6dc51a0f7 chibi: Move to a module 2016-10-15 12:20:53 +02:00
Rémi Verschelde
cbf52606f4 zlib: Split thirdparty files, simplify scons option 2016-10-15 12:20:47 +02:00
Rémi Verschelde
36738ddda4 glew: Split thirdparty files and isolate env
Not fully happy about the way this one interacts with the various
platforms. Maybe the platform_config.h should be generated by the
SCsub instead of passing a define just to know where is the header.
2016-10-15 12:01:28 +02:00
Rémi Verschelde
8311a78df5 squish: Move to a module and split thirdparty lib 2016-10-15 12:01:28 +02:00
Rémi Verschelde
8981ff8a84 rtaudio: Split thirdparty files 2016-10-15 12:01:25 +02:00
Rémi Verschelde
5c12c9e69b mpc: Move to a module and split thirdparty libmpcdec 2016-10-15 11:50:42 +02:00
Rémi Verschelde
cfcc8a20e8 theora: Move to a module and split thirdparty lib
Same rationale as the previous commits.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
da09c6131b modules: Clone env in each module
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
422196759f openssl: Move to a module and split thirdparty lib
Same rationale as the previous commits.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
d9a291f641 ogg/vorbis/opus: Make them modules and unbundle thirdparty libs
Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.

TODO: Fix the platform/ stuff for opus.
2016-10-15 11:50:40 +02:00
Rémi Verschelde
ee3cf211c6 webp: Make it a module and unbundle libwebp thirdparty files
Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
b1e8889d96 dds/etc1/pbm/pvr: Make those modules and split thirdparty files
They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.

Also s/pnm/pbm/, long-lived typo :)
2016-10-15 11:50:39 +02:00
Rémi Verschelde
16ba665db6 jpg: Make it a module and split jpgd thirdparty files
Similar rationale as in previous commit.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
5fef84a135 png: Split library to thirdparty dir and allow unbundling
Uses the new structure agreed upon in #6157, but the thirdparty/ folder
does not behave following a logic similar to that of modules/ yet.

The png driver can't be moved to a module as discussed in #6157, as it's
required by core together with a few other ImageLoader implementations
(see drivers/register_driver_types.cpp:register_core_driver_types())

Dropped the possibility to disable PNG support, it's a core component
of Godot.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
f63bf12193 Drop nedmalloc which is apparently not used anymore 2016-10-14 18:21:23 +02:00
Rémi Verschelde
d3d0507c05 Remove speex support, it is obsoleted by opus
As mentioned by upstream, Xiph.Org [0]:
> The Speex codec has been obsoleted by Opus. It will continue to be
> available, but since Opus is better than Speex in all aspects,
> users are encouraged to switch.

[0] http://www.speex.org/
2016-10-13 18:58:56 +02:00
Juan Linietsky
1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Juan Linietsky
cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
a6e9dc6153 make editor update by tracking changes in visualserverraster 2016-10-03 23:46:24 -03:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Rémi Verschelde
78d97b060a Merge pull request #6605 from zaps166/old-gl-ext-funcs
Add compatibility with old OpenGL 2.1 drivers
2016-10-03 14:21:37 +02:00
Rémi Verschelde
c46e205237 Merge pull request #6617 from zaps166/theora-x86-simd-fix
Fixes in Theora SCsub
2016-10-03 12:33:57 +02:00
mookiexl
0b12ebba11 Limit directional shadow draw distance, fixes #559, optimization (#1991)
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
2016-10-03 12:28:32 +02:00
Błażej Szczygieł
75299cf334 Fixes in Theora SCsub
- properly pass x86 assembly define to the compiler,
- don't compile unnecessary/encoder files.
2016-10-03 12:26:52 +02:00
Rémi Verschelde
463a42c71e Merge pull request #6606 from zaps166/don-crash-on-unsupported-gl
Don't crach when OpenGL version is unsupported
2016-10-03 11:54:49 +02:00
Rémi Verschelde
9fce85f9d7 Merge pull request #6501 from SuperUserNameMan/windows_compile_with_standalone_msvc
scons detects standalone MSVC on Windows
2016-10-03 11:36:44 +02:00
Błażej Szczygieł
7b8fe97888 Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).
2016-09-25 13:09:23 +02:00
Błażej Szczygieł
ca3b8deb78 Don't crach when OpenGL version is unsupported 2016-09-25 13:06:14 +02:00
Błażej Szczygieł
a27fafb273 Add compatibility with old OpenGL 2.1 drivers
If ARB_framebuffer_object is not supported, try to fall-back to
EXT_framebuffer_object if present.

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

Fixes #6591
Done with SuperUserNameMan
2016-09-25 12:58:22 +02:00
knd
708a028ce8 removed redundant assign operation in mesh_add_surface: elem_count is reassigned a value before the old one has been used. 2016-09-21 05:23:42 +03:00
Rémi Verschelde
c05242e324 Merge pull request #6489 from zaps166/vorbis-no-enc
Vorbis: Don't compile unnecessary encoder files
2016-09-17 18:36:10 +02:00
Rémi Verschelde
80861b7d59 Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
yg2f
663d4ee7de scons detects standalone MSVC on Windows
Under Windows, Scons is now capable of detecting and compiling with
standalone MSVC compilers (aka "Visual C++ Build Tools").
http://landinghub.visualstudio.com/visual-cpp-build-tools

Tried with version 2015, and native x86 and x64 compilers under
Windows 10 pro 64 and Windows 8.1 64, with the default Win8 SDK
provided by the "Visual C++ Build Tools" web-installer.

Follow the same compiling instructions than for compiling with Visual
Studio, except that Visual Studio is no more required.

KNOWN ISSUES :
- ``methods.detect_visual_c_compiler_version()`` will emit a warning message
on computers where the ``VSINSTALLDIR`` environement variable is not present.
But it should compile just fine and still automatically detects the 32 or
64 bits according to the compiler you picked.

TODO :
- eventually, update ``platform/winrt/dectet.py`` with function
``methods.msvc_is_detected()`` and try to compile winrt/UWP with
these standalone compilers (if you did not select Win10 SDK when
installing the standalone tools, you can run it again).
- update doc to make users aware of "Visual C++ Build Tools" aka
"stadalone MSVC".
- eventually, update ``methods.detect_visual_c_compiler_version()``
2016-09-16 11:17:57 +02:00
Błażej Szczygieł
222bc07874 Vorbis: Don't compile unnecessary encoder files 2016-09-14 22:40:20 +02:00
Juan Linietsky
fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky
e2aad59b59 Merge pull request #5962 from Alex-doc/Y_billboard
Implements Y billboard
2016-09-10 12:12:26 -03:00
Juan Linietsky
7a27d5d9e7 Merge pull request #6363 from vnen/winrt
Fix the support for WinRT/UWP
2016-09-10 11:47:42 -03:00
Pedro J. Estébanez
0960887625 Expose light shadow color to canvas item shaders 2016-09-07 01:52:54 +02:00
Pedro J. Estébanez
b69e422af9 Rename misleading define
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-07 00:51:03 +02:00
George Marques
15458c8e6a
Add Windows Universal export to editor
- Use OPENSSL_ENABLED definition to the whole source to detect it
  anywhere.
- Add WinRT/UWP template files with manifest and default images.
2016-09-06 13:09:45 -03:00
George Marques
5f5db46e8d
Patch thirdy-party libraries to build for WinRT
- Patch enet code.
- Patch OpenSSL code and add shims for unavailable API.
- Add extra definition header for Freetype.
2016-09-03 19:46:26 -03:00
George Marques
c9b82498b4
Fix drivers coding for WinRT
- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
  for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2016-09-03 19:36:44 -03:00
Juan Linietsky
fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Johan Manuel
a4674bda47 Fix some comparisons between signed and unsigned integers 2016-08-13 13:21:35 +02:00
Johan Manuel
67b29e3b9e Fix some warnings about misleading indentation 2016-08-13 13:21:35 +02:00
Johan Manuel
046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Alex Piola
c3b9ef8229 Implements Y billboard
Y billboard wasn't hooked up. This commit implements it.
2016-08-01 14:00:30 +02:00
Rémi Verschelde
a155342eca GLES2: Check for GPU capabilities to display an error
The engine will still segfault, but the error message should be displayed by the
OS in a blocking manner, so that it will only crash once users have acknowledged
the error dialog.

Closes #1162.
2016-07-25 23:08:46 +02:00
Rémi Verschelde
c1ab343f02 RtAudio: Update to upstream version 4.1.2
The only differences we have with the upstream tarball are marked with
`// -GODOT-` comments for clarity. The changes we currently have are
just some defines for cross-platform configuration, and could likely be
moved to the SCons buildsystem (ideally in a sub-environment to avoid
having RtAudio-specific defines pollute the whole build log).

One change for WinRT was not kept, if it is needed it should ideally be
integrated upstream:
```
 #if defined(__WINDOWS_DS__) || defined(__WINDOWS_ASIO__) || defined(__WINDOWS_WASAPI__)
-#ifdef WINRT_ENABLED
-  #define MUTEX_INITIALIZE(A) InitializeCriticalSectionEx(A, 0, 0)
-#else
   #define MUTEX_INITIALIZE(A) InitializeCriticalSection(A)
-#endif
```
2016-07-23 13:25:25 +02:00
Rémi Verschelde
b13f430853 zlib: Update builtin version to upstream 1.2.8
Our only differences to the upstream distribution are:
- The `gz*.c` files are not included
- Z_PREFIX and Z_SOLO are defined in zconf.h
2016-07-23 13:06:54 +02:00
Rémi Verschelde
1d41a070f6 rg_etc1: Upstream version 1.04
From https://github.com/richgel999/rg-etc1
2016-07-23 12:44:40 +02:00
Rémi Verschelde
4d4cb1bfab FreeType: Update to upstream version 2.6.5
The only diffs to the upstream sources are to be found in `include/ft2build.h`
and `include/freetype/config/ftoption.h`.
2016-07-22 23:29:25 +02:00
Rémi Verschelde
b13bbcecc3 FreeType: Remove unnecessary subfolder
Also sort sources alphabetically for clarity.
2016-07-22 22:01:16 +02:00
Rémi Verschelde
6b70676306 FreeType: Reduce diff with upstream 2.5.0 version
The Godot specific changes to ftoption.h are indicated with a
`// -Godot-` comment for clarity.
See #5859 for details.
2016-07-22 21:51:30 +02:00
Rémi Verschelde
9698571d61 Fix multichar character constant warning
Multi-character character constants are implementation defined,
and therefore they are risky to use for use when trying to be compatible
with so many different platforms. Fixes #2540.
2016-07-18 21:34:50 +02:00
Rémi Verschelde
22419082d9 Remove some noisy debug prints
Part of #5031
2016-07-17 18:25:21 +02:00
Rémi Verschelde
1f2110956b Merge pull request #5592 from volzhs/libwebp-0.5.1
Update webp driver to 0.5.1
2016-07-14 09:03:14 +02:00
Rémi Verschelde
68fbb8f8ac Drop obsolete "webpold" backup of previous webp version
Fixes #5252
2016-07-14 08:36:06 +02:00
George Marques
2c6d0d4905
Fix builtin OpenSSL configuration
Fixes a bug that happens on Windows 64-bits.
2016-07-09 20:13:35 -03:00
volzhs
e55c6f8232 Modified webp source codes for godot 2016-07-08 22:10:25 +09:00
volzhs
ddd446f274 Update webp driver to 0.5.1 (upstream) 2016-07-08 21:44:40 +09:00
Rémi Verschelde
3fcb9b1ec1 Removed unused variables (second pass) + dead code
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:59 +02:00
Rémi Verschelde
b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Rémi Verschelde
a28bf56ef9 GH linguist: properly detect .inc files as C++
Also drop two unnecessary speex buildsystem files.
2016-07-03 15:17:25 +02:00
Juan Linietsky
f9bd038ca7 Removed no longer needed check 2016-07-02 13:32:07 -03:00
Juan Linietsky
ffbc2e56c9 Fix some bugs in diraccess, closes #5288 2016-06-30 18:23:39 -03:00
Juan Linietsky
f56a0435f2 Turn on SNI in OpenSSL 2016-06-29 11:20:17 -03:00
Juan Linietsky
620da09b87 try to fix windows build 2016-06-25 15:20:37 -03:00
Juan Linietsky
8dac3bf3b1 Added function to notify ScriptLanguage when a thread is created/freed, allows scripts to allocate a stack there via TLS 2016-06-25 10:41:23 -03:00
Rémi Verschelde
9bf3ee7acc png: Do not output warnings as errors 2016-06-23 08:23:45 +02:00
J08nY
f0290e643b
libpng: New version 1.6.27
Warning: libpng 1.6 is strict about iCCp chunks being incorrect,
solution is to fix the profile. On *nix ImageMagicks "convert" works
on windows optiPNG.
2016-06-22 20:57:30 +02:00
Juan Linietsky
93441d6119 properly initialize loops to 0 in eventplayer 2016-06-20 14:46:17 -03:00
Juan Linietsky
8f7a1367fe fix loop counter for eventstream, closes #4493 2016-06-20 14:43:20 -03:00
J08nY
214f316cf9
libtheora: New version 1.1.1 2016-06-19 15:37:58 +02:00
J08nY
644e9076bb
libvorbis: New version 1.3.5 2016-06-19 15:37:49 +02:00
J08nY
98f23d27a4
libogg: New version 1.3.2 2016-06-19 14:39:38 +02:00
Daniel J. Ramirez
422fac5066 Removed lots of prints 2016-06-18 18:01:06 -05:00
Rémi Verschelde
bb3362fd12 Drop useless 3rd party files from nedmalloc and png
Part of #5272
2016-06-18 20:27:58 +02:00
Rémi Verschelde
80727b6896 Drop empty .cpp files for header-only classes
Part of #5272
2016-06-18 20:00:08 +02:00
George Marques
e048d1e0a2
Fix make_dir for long paths on Windows 2016-06-18 12:28:11 -03:00
Juan Linietsky
e3905a084e -made get_space_left() return values more homogenous, also for script, converted to mb, closes #4617 2016-06-18 11:32:45 -03:00
Juan Linietsky
61655d6dc2 Fixed make_dir and make_dir_recursive erros, closes #1680 closes #1872 2016-06-18 11:13:03 -03:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Błażej Szczygieł
aebad5de5f Fix Theora video playback without a Vorbis stream
- prevent audio resampler errors when number of channels is 0,
- don't check for 'audio_done' when there is no audio data.

(cherry picked from commit 763b29f34e)
2016-06-18 00:49:55 +02:00
Juan Linietsky
7f02627290 -Add visible IO errors when closing a file fails due to it being locked (most likely on windows), closes #4760 2016-06-13 10:10:50 -03:00
Juan Linietsky
3d95c82669 Merge pull request #5090 from akien-mga/glew-1.13.0
Upgrade embedded GLEW to version 1.13.0
2016-06-08 07:54:31 -03:00
J08nY
39260f9dca
RtAudio: proper under/overflow warning
fix #5102
2016-06-08 12:25:40 +02:00
Rémi Verschelde
5bed0af65e GLEW: Update to upstream version 1.13.0 (pristine)
This removes a custom redefinition of glewGetProcAddress,
which was apparently necessary for older Macs with buggy OpenGL
(see #5087).

The added source files are as provided in the upstream tarball.
2016-06-08 00:17:54 +02:00
Rémi Verschelde
768e925271 GLEW: Define static + enabled and includes via SCons
This allows us not to have to hack our definitions in the upstream files,
making it easier to upgrade to newer versions in the future.

For the include paths to work, the headers are moved to a GL subfolder to
match their upstream location.
2016-06-08 00:16:27 +02:00
Rémi Verschelde
4c658dc523 Haiku: Do not define GLEW_ENABLED to undefine it later
Partial revert of f61eb5fd8e.
2016-06-08 00:10:30 +02:00
Juan Linietsky
0c985913a7 Merge pull request #4092 from sanikoyes/Pr-etc1-pkm-loading
Add etc1(pkm) texture loading support
2016-06-06 22:14:11 -03:00
Juan Linietsky
be830d10c2 Merge pull request #5026 from Geequlim/patch9frame-extension
Enhanced Patch9Frame
2016-06-06 20:15:33 -03:00
Rémi Verschelde
7fd6977ef9 Merge pull request #5070 from zenvoid/master
Add missing license information for bundled libraries
2016-06-06 23:31:55 +02:00
Roberto
c0a8c4f6e4 Add missing license information (ogg/vorbis/opus) 2016-06-06 19:05:36 +02:00
Roberto
18fc2ccbe1 Add missing license information (Theora) 2016-06-06 16:32:37 +02:00
Roberto
f97f8971e3 Add missing license information (WebP) 2016-06-06 12:45:30 +02:00
J08nY
3fb3b7c1f7 Somewhat fixed Directory::get_space_left() return values. 2016-06-06 08:14:22 +02:00
Juan Linietsky
2420e46b44 vsync support
-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
Rémi Verschelde
2884faf55b Merge pull request #4999 from volzhs/fix-project-path
change invalid characters when get user data dir on Windows & Unix
2016-06-04 21:37:47 +02:00
Geequlim
fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
Rémi Verschelde
bc25492e63 Update to libpng 1.5.27
No security relevant fix as far as I can see, but the version bump
does not hurt either.
2016-06-02 23:28:54 +02:00
volzhs
9073dc9963 change invalid characters when get user data dir on Windows & Unix
Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix.
So, change it to ``-`` to be able to make folder.

fixes #4928 and it's altanative to #4986.
2016-06-03 03:39:37 +09:00
Juan Linietsky
4f100f92d8 DPI Detection support
Windows only for now.
Many builds may break (older visual studio, mingw32)
2016-05-29 13:40:21 -03:00
Rémi Verschelde
53279bf02d FreeType: Add mandatory license text
Part of #4859.
2016-05-29 17:30:57 +02:00
Juan Linietsky
3e8eb396d7 Finalized DynamicFont implementation
-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
2016-05-29 11:37:52 -03:00
Juan Linietsky
8be2fabbe5 Changed import workflow
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Ariel Manzur
dbb4c0c9b7 fixes android drivers build 2016-05-21 21:47:21 -03:00
Ariel Manzur
4c4d79e3c9 fix drivers build on ios 2016-05-21 21:07:34 -03:00
Ariel Manzur
12bd9ee6f2 fix 2016-05-21 20:07:32 -03:00
Ariel Manzur
6cf2353305 using 1 env for all drivers 2016-05-21 19:31:58 -03:00
eska
2392824dba Remove nocpuid.c from builtin OpenSSL
Since opensslconf.h no longer defines OPENSSL_CPUID_OBJ, OpenSSL defines
OPENSSL_cpuid_setup itself (with the same empty definition)
2016-05-12 17:06:34 +02:00
Rémi Verschelde
c7292b1f3d OpenSSL buildsystem: actually apply the flag on gcc/clang
Commit 972b0f7 was bogus.
2016-05-11 19:41:52 +02:00
Rémi Verschelde
972b0f78b3 Windows: Fix MinGW argument being passed to MSVC
Fixes #4620
2016-05-11 18:48:04 +02:00
George Marques
2e44e255ed
Add ignore error flag to OpenSSL driver 2016-05-09 12:52:49 -03:00
Rémi Verschelde
8a45936abd Merge pull request #4560 from eska014/fix-emscripten-opus
Fix JavaScript build
2016-05-07 20:19:58 +02:00
Ariel Manzur
baaa74f215 cloning env for builtin_openssl _and_ openssl :) 2016-05-06 22:43:22 -03:00
Ariel Manzur
62c17d65a8 clonning env for builtin ssl 2016-05-06 22:30:48 -03:00
eska
5619efe9f8 Ignore unneeded Opus file, fix JavaScript build 2016-05-05 19:21:57 +02:00
George Marques
81297f0fa1
Fix build for Windows 64-bits with GCC 2016-05-05 14:10:41 -03:00
Juan Linietsky
8043135e0d missing default value 2016-05-04 12:46:37 -03:00
Juan Linietsky
fd6667a7dc fix to avoid video texture scaling 2016-05-04 12:44:50 -03:00
Juan Linietsky
89d87294db ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
Rémi Verschelde
db0fde9d39 Merge pull request #4541 from vnen/pr-fix-win64-build
Fix windows 64-bits build.
2016-05-04 08:35:45 +02:00
George Marques
9424c6c58f
Fix windows 64-bits build.
The change in `tools/doc/doc_data.cpp` is needed because the MSVC
compiler does not support variable length arrays.

Fix #4113
2016-05-03 16:35:36 -03:00
mrezai
ab623c923d Update OpenSSL to 1.0.2h 2016-05-03 23:59:14 +04:30
George Marques
7c59d819a7
Update Opus driver to 1.1.2
And opusfile to 0.7.
2016-05-02 13:18:34 -03:00
Aren Villanueva
e5c1a2c3f7 Implements get_executable_path for OS X should proc_pidpath in os_osx.mm doesn't succeed. Silences the warning for javascript as the function currently appears superfluous. 2016-04-20 17:49:48 +10:00
Rémi Verschelde
206895afae Merge pull request #4329 from mrezai/openssl-1.0.2g
Update OpenSSL to version 1.0.2g
2016-04-18 19:21:46 +02:00
Zher Huei Lee
48b2dfab9f Fixed zero-length arrays in nrex. Fixes #4346 2016-04-18 10:06:47 +01:00
mrezai
e97922f220 Update OpenSSL to version 1.0.2g 2016-04-15 19:03:35 +04:30
mrezai
2cbd850979 Fix OpenSSL compilation on Windows
Fixes #4285.
2016-04-12 07:58:56 +02:00
Rémi Verschelde
925aa086a2 Merge pull request #4275 from mrezai/openssl-1.0.1s
Update OpenSSL to version 1.0.1s
2016-04-11 23:16:31 +02:00
mrezai
c860574d8b Update OpenSSL to version 1.0.1s 2016-04-10 17:48:59 +04:30
Zher Huei Lee
6207d56b95 Updated nrex to v0.2
* Fixed capturing groups matching to invalid results
 * Fixed parents of recursive quantifiers not expanding properly
 * Fixed LookAhead sometimes adding to result
2016-04-08 13:29:37 +01:00
MSC
7a9998370f free Material 'shadow_material_double_sided' on ::finish() 2016-04-03 19:24:14 +02:00
sanikoyes
dda9528dac Add etc1(pkm) texture loading support 2016-03-19 09:48:41 +08:00
Kyle Luce
674c6f2f2d Add function to convert Date time from a dictionary to Epoch
- Also changed get_time_from_unix_time to get_date_time_from_unix_time to be
  consistent.

Ticket:
https://github.com/godotengine/godot/issues/4038
2016-03-16 23:13:39 -07:00
Rémi Verschelde
c9a401e541 Merge pull request #3694 from techtonik/patch-1
Show driver information in verbose mode
2016-03-15 10:30:47 +01:00
Rémi Verschelde
aec4f57f95 Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
Kyle Luce
feef563f3f Fixes the month consistency issue in enums and get_date etc
- Also updated the docs to reflect this.
- Added some vim temp files to gitignore
- Changed NaCL to be consistent with the other OS_Unix::get_date implementation
   (added 1 to month to map to 1-12)

Ticket:
https://github.com/godotengine/godot/issues/4025
2016-03-13 15:27:39 -07:00
Saracen
24bc7d8db7 Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance. 2016-03-12 16:51:17 +00:00
Juan Linietsky
8b1dcbfe4d -Made editor support SSL certs by default (embedded them)
-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
Juan Linietsky
a3d6768199 Merge pull request #3958 from SaracenOne/cpu_skinning_path_fix
Fix to CPU skinning path when using GPU skinning (meshes with morphs)
2016-03-08 15:34:36 -03:00
Saracen
7fecebd8a8 Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
Conflicts:
	servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
volzhs
db89a47e28 This will disable png arm neon optimizing for android template if compile on windows, but make compiling successful.
And arm neon opt is enabled if not on windows.
2016-03-07 21:20:32 +09:00
Saracen
23a4683879 Fix to CPU skinning path when using GPU skinning (meshes with morphs) causing modifications to root bone to have doubled offset and wasted performance. 2016-03-06 18:47:52 +00:00
Zher Huei Lee
d7052ddba3 Added relative paths for DirAccess::remove()
Follows similar behaviour to DirAccess::rename()
2016-03-01 10:40:31 +00:00
Rémi Verschelde
f740d0ced3 Merge pull request #3693 from SaracenOne/hardware_skinning_fix
Fixed hardware-accelerated skinning support.
2016-02-28 23:01:56 +01:00
anatoly techtonik
ba6858dd41 Show which video driver is used in verbose mode 2016-02-24 23:36:40 +03:00
Saracen
fe49ac19df Fixed hardware-accelerated skinning support. 2016-02-24 02:16:20 +00:00
est31
fb1e52f4d8 Fix allocation bug if compiled with modern clang or gcc
* Add overflow checked intrinsic abstractions that check on overflow.
* Use them for memory allocation code.
* Use size_t type for memory allocation code to support full platform dependent width.

Fixes #3756.
2016-02-19 07:58:42 +01:00
Julian Murgia - StraToN
aec721b61f Forgot to correct the ERR_FAIL_COND_V. 2016-02-12 07:50:35 +01:00
Julian Murgia - StraToN
e380ea8fac Added RegEx::get_capture_start() method 2016-02-12 07:45:12 +01:00
Saracen
de5281c398 Ability to colourize baked lighting in real time. 2016-02-06 18:03:20 +00:00
Juan Linietsky
80e88c6a50 Removed PE-bliss, win32 binares so far remain without icon, had many issues with it:
-corrupted 32 binaries without reason
-does not support upx binaries
-forces dependency o libstdc++
2016-02-04 20:03:03 -03:00
Juan Linietsky
f6a8a0f513 -Correctly flip BG texture if viewport is flipped, fixes #3507 2016-02-02 07:40:38 -03:00
Ariel Manzur
0cd8c054a2 thread renaming 2016-01-31 20:23:24 -03:00
Ariel Manzur
b406aae790 total pointers 2016-01-31 20:23:24 -03:00
Ariel Manzur
5b68608b10 checking for file? 2016-01-31 20:23:23 -03:00
Juan Linietsky
caddcca4f4 -Many fixes to windows build system with Mingw on Windows. Fixes #2690 2016-01-25 00:21:04 -03:00
Juan Linietsky
2fce78ad10 Correct viewport scaling with stretch mode viewport, fixes #1571 2016-01-24 00:46:26 -03:00
Juan Linietsky
784a3eeb90 -Fixed video stream theora not finishing when stream finishes, closes #3066 2016-01-23 17:58:17 -03:00
Juan Linietsky
08e536dbe0 -Support the TRNS flag on libpng, fixes #3097 2016-01-23 17:19:51 -03:00
Rémi Verschelde
d67df42cc8 Merge pull request #2180 from sketchyfun/SketchyFun
Billboards were displayed upside down when drawn to a render texture
2016-01-19 22:25:40 +01:00
Saracen
1cc5ccba1b Allows vec4 shader uniforms to be set by quaternion variant type. 2016-01-13 22:09:07 +00:00
Juan Linietsky
c633a29a39 improve reporting of error in wrong inheritance for autoload script 2016-01-13 09:42:03 -03:00
Ariel Manzur
761b08ec8f loading unaligned pbm 2016-01-12 06:24:47 -03:00
punto-
4a5db60843 Update bitmap_loader_pnm.cpp 2016-01-11 11:55:20 -03:00
Juan Linietsky
9e8f647440 fix issue loading binary pbm 2016-01-11 11:44:53 -03:00
Rémi Verschelde
7f82c8d7c5 Merge pull request #3230 from touilleMan/issue-55
Remove unnecessary null pointer checks
2016-01-11 12:00:44 +01:00
Juan Linietsky
6eb742d49f -Make a rare corner case where disabling/reenabling mipmaps causes invalid texture state. Fixes #3102 2016-01-10 21:45:58 -03:00
Juan Linietsky
a120c66f98 -Removed OS.get_system_time_msec(), this is undoable on Windows and also unusable from GDscript due to precision.
-Added, instead an OS.get_system_time_secs(), which is 32 bits friendly, fixes #3143
2016-01-10 18:24:55 -03:00
Juan Linietsky
f6798d9d73 -Made tile parameter work, fixes #3167 2016-01-10 17:45:41 -03:00
Juan Linietsky
52e53d4513 -Added a new mode, WRITE_READ to File, to recover compatibility with old projects but also achieve desired functionality. Closes #3272 2016-01-10 15:15:04 -03:00
eska
a6c1a5c6d0 Fix pthread renaming in Open/FreeBSD 2016-01-09 15:56:31 +01:00
mrezai
88ecc29d1e Fix uint compile error 2016-01-05 15:45:02 +03:30
Emmanuel Leblond
cabf923484 Remove unnecessary null pointer checks 2016-01-04 11:46:16 +01:00
Juan Linietsky
908f75c23f having active items is pointless in input map 2016-01-03 18:52:42 -03:00
Juan Linietsky
e8fbf39f88 -Replaced tinyjpg for jpgd (public domain), fixes progressive encoded jpgs and speeds up. Closes #2040
-Removed support of loading BitMap as image, now it must be load as a pnm, also closes #2040
2016-01-03 17:14:28 -03:00
Juan Linietsky
eca92bb7ac make it impossible to shrink framebuffer < 0, fixes #2066 2016-01-02 21:08:57 -03:00
Juan Linietsky
8fb70142e4 Ability to use opacity on distance field textures, fixes #2148 2016-01-02 15:57:19 -03:00
Juan Linietsky
5769f8aaae Change rb+ to wb+ on file access READ_WRITE to allow more use cases, closes #2278 2016-01-02 12:03:33 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
reduz
875bff2c4e -fix loading of samples in mod, s3m and xm. Fixes #2553 2015-12-29 16:06:45 -03:00
reduz
77b5b4f4df removed some prints 2015-12-29 12:56:58 -03:00
mrezai
92cc8fcc74 redundant TAB removed 2015-12-23 15:41:46 +03:30
mrezai
0897b73cd6 Fix ios libpng link error 2015-12-23 14:57:00 +03:30
Ariel Manzur
02d6669a38 threads 2015-12-22 10:08:20 -03:00
Ariel Manzur
83f2084cb8 testing patch for aligned reads by webp in javascript 2015-12-22 09:19:12 -03:00
mrezai
bf69e07ea6 Fix libpng link errors on android 2015-12-21 11:50:54 +03:30
Rémi Verschelde
6750c8a729 Update to libpng 1.5.26
Includes numerous security fixes compared to the previous version which was around 1.5.7 or so.
Fixes #2787
2015-12-19 20:41:22 +01:00
Ariel Manzur
4a7e5fafb1 thread rename for ios and osx (if called from the thread to be renamed) 2015-12-18 02:58:30 -03:00
Ariel Manzur
10298b9534 thread set name 2015-12-17 06:24:27 -03:00
Ariel Manzur
6c3c20fc35 compile thing 2015-12-16 02:40:02 -03:00
Juan Linietsky
a1142225bf -split view of property editor and editor settings 2015-12-15 23:39:36 -03:00
Juan Linietsky
b12a2f456c -fixes to theora video ending sooner than expected, fixes #3066 2015-12-15 09:17:32 -03:00
Juan Linietsky
95a469ad28 added binary API to StreamPeer, fixes #2863 2015-12-13 12:53:29 -03:00
Juan Linietsky
0f57bbb8e9 remove editor driver split
fixes #3001
2015-12-11 09:03:54 -03:00
est31
3dbf7dd7fa Fix windows build 2015-12-09 16:06:00 +01:00
Juan Linietsky
428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
Juan Linietsky
e176bb6a7c Merge pull request #2719 from SaracenOne/clipping_fix
Canvas Clipping fix
2015-12-08 17:18:19 -03:00
Juan Linietsky
eff81965af Merge pull request #2956 from est31/add_system_wide_export_path
Add way to look for templates at system wide level too
2015-12-08 17:04:24 -03:00
Juan Linietsky
afb895f197 Merge pull request #2993 from leezh/nrex-v0.1
updated the RegEx library nrex to v0.1
2015-12-08 17:00:27 -03:00
Juan Linietsky
5e2f327d4b Merge branch 'master' of https://github.com/godotengine/godot 2015-12-07 11:51:01 -03:00
Juan Linietsky
8bdf2be4a6 -Webp include paths are broken, hacked them to work, fixes #2995 2015-12-07 11:50:00 -03:00
Saracen
157b97b087 Extended clipping fix to missing clipping-related features. 2015-12-07 13:59:42 +00:00
Juan Linietsky
7ba484bc74 some fixes
-fix compilation on tres/tscn on MSVC
-fixed theora playback performance, closes #3004
2015-12-06 20:22:45 -03:00
Juan Linietsky
fe2a9bc746 optional streaming from thread for Theora 2015-12-05 23:16:41 -03:00
Zher Huei Lee
d0ddf150d9 updated the RegEx library nrex to v0.1
After implementing unit testing to nrex I caught and fixed some errors
so it should behave more like Python's RegEx In addition, I've added
version numbering so it should be able to tell if the library needs
updating. Here are a list of changes:

- Fixed zero count quantifiers failing.
- Fixed infinite recursion if quantifying zero length token.
- Fixed `$` (as a string pattern on its own) not matching.
- Fixed look behind rewinding beyond the start of the string.
- Added support for alternative back reference format `\g{1}` similar to
Python. This allows digits to be used immediately after back references.
- Number of capture groups are still limited to 9 by default but can now
be manually set, with option for no limit at all. (Python has no limit)
- Curly bracket quantifiers `{0}` no longer interpreted as a literal
string if previous token is not quantifiable. (Python behaviour)
2015-12-04 21:18:41 +00:00
Juan Linietsky
504e464c8a -Missing files in new webp version 2015-12-04 10:21:22 -03:00
Juan Linietsky
da113fe40d -Upgraded webp to a MUCH newer version. Hoping it fixes some bugs in the process. Keeping old version just in case for now.
-Added ability to convert xml and tscn scenes to binary on export, makes loading of larger scenes faster
2015-12-04 10:18:28 -03:00
Juan Linietsky
4b1f0afb01 -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device. 2015-12-02 11:15:48 -03:00
est31
e1d02e4831 Make the setting unix-only.
For this, put the detection into the OS class and its subclass.
2015-11-30 02:35:59 +01:00
koalefant
2355e1c3b8 Fixed leak when saving PNG-s 2015-11-29 20:11:42 +01:00
George Marques
4057907cf4 Remove redundant Opus directive definition
Clean up the build command line another extra bit.
2015-11-27 19:59:50 -02:00
George Marques
fc0c4c6175 Remove Opus extra includes
Remove the extra directories to include that were needed by the Opus
library. Now the lib includes more specific paths to avoid those.
2015-11-27 19:59:13 -02:00
Juan Linietsky
b987d2113b 0theora compilation fixes 2015-11-25 00:28:03 -03:00
Juan Linietsky
082e3fbb29 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	main/main.cpp
2015-11-24 10:52:41 -03:00
Juan Linietsky
ccd40f76e8 -work in progress resourceparser and .tscn parser. Still non-functional
-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
2015-11-24 10:42:05 -03:00
Rémi Verschelde
aa30e01f26 Merge pull request #2752 from SaracenOne/shadow_color
New shader feature: change the colour of shadows on a per-material basis
2015-11-23 11:40:52 +01:00
Saracen
2cc52bc3ff Modification to GUI in 3D demo to show resolved viewport clipping bug and small fix to bug causing viewport clipping to be inverted. 2015-11-19 23:47:25 +00:00
Juan Linietsky
dd09215c90 Revert "libao audio driver" 2015-11-19 20:05:26 -03:00
Juan Linietsky
6127f17368 Merge pull request #2756 from trond/bugfix_udp
UDP fixes
2015-11-19 19:33:04 -03:00
Juan Linietsky
43ce972ddb Merge pull request #903 from a12n/libao
libao audio driver
2015-11-19 19:31:56 -03:00
Trond Abusdal
a8a2458f0b Fixed mistake where available buffer size would not be updated for each recvfrom-call in PacketPeerUDPWinsockPposix. 2015-11-19 19:06:01 +01:00
Juan Linietsky
0168947084 Merge pull request #2518 from masoudbh3/godot-icons
Add icon to exe file in windows export
2015-11-19 00:08:47 -03:00
Juan Linietsky
33aa019e4f Merge pull request #2699 from ZuBsPaCe/visual-studio-2015-compilation
Visual studio 2015 compilation
2015-11-18 23:56:06 -03:00
Saracen
dd00452997 Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
2015-11-18 23:18:10 +00:00
Juan Linietsky
0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
f0aeb036d1 Merge pull request #2715 from SaracenOne/shader_fix_and_enhancement
Write to 4-dimensional position access and shader graph code generation fix.
2015-11-18 19:36:47 -03:00
Juan Linietsky
0fd3e18818 Merge pull request #2724 from SaracenOne/disable_baked_light_sampling_on_shadeless
Disable baked lighting sampling on shadeless materials.
2015-11-18 19:31:18 -03:00
Juan Linietsky
474822b6db Merge pull request #2642 from leezh/nrex-update
Updated nrex with new features
2015-11-18 19:13:57 -03:00
Juan Linietsky
1ceefd4759 Merge pull request #2661 from romulox-x/lowMem2D
Added low_memory_2d_mode
2015-11-18 19:12:34 -03:00
Juan Linietsky
7f5eb40c19 Merge pull request #2726 from SaracenOne/set_loop_restart_time_fix
Fixed broken set_loop_restart_time method in AudioStreamPlaybackOGGVorbis
2015-11-18 19:00:38 -03:00
Juan Linietsky
f738906519 Merge pull request #2737 from akien-mga/type-specific-error-output
Display error type (error, warning, script error) in OS::print_error + cleanup error ANSI coloring
2015-11-18 18:58:22 -03:00
Juan Linietsky
9827c3cd26 Merge pull request #2748 from vnen/fix-2744
Fix Opus driver build for VS2010 and VS2012
2015-11-18 18:55:19 -03:00
Juan Linietsky
18e014a193 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	drivers/theora/video_stream_theora.cpp
2015-11-18 04:49:28 -03:00
Juan Linietsky
081a236c67 -Merged Script and Help tabs
-Help tabs can be opened many at the same time
-Color temperatures for opened scripts
-Dominant script opening when switching scene tab
2015-11-17 09:46:08 -03:00
Ariel Manzur
4811313056 tabs 2015-11-16 09:29:00 -03:00
Ariel Manzur
906c6374dc drivers and theora 2015-11-16 08:44:03 -03:00
Aren Villanueva
4f40a3dc65 Changed drviers/SCsub spaces to tabs. 2015-11-16 13:03:51 +11:00
Aren Villanueva
e420b69606 Properly fixes compilation in an msys environment. 2015-11-16 11:14:40 +11:00
Aren Villanueva
402c24ec8b iOS compile fixes. 2015-11-16 11:10:07 +11:00
Aren Villanueva
00d79a6d6c Optimised the oc_filter_hedge and oc_filter_vedge routines in theora a little. 2015-11-16 11:10:07 +11:00
Aren Villanueva
c1fdc3b5d1 Compile fixes for mingw msys2.
The drivers directory has way too many source files being compiled for a single library file. The command line length limit was getting hit.
2015-11-16 11:10:07 +11:00
Rémi Verschelde
9ab7de243f Fix error messages forcing a white font for subsequent messages
This is achieved using the "no specific formatting" \E[0m tag.
Fixes #2566.

Also remove the hardcoded black background colour and use default bolded terminal font for error message.
Error logs should now look good both on terminals with a dark and light background colour.
2015-11-10 18:30:40 +01:00
Rémi Verschelde
6334895088 Display error type (error, warning, script error) in OS::print_error
Previously all types of errors would be shown as ERROR, thus making for example warnings (WARN_PRINT) somewhat aggressive.
ERROR is displayed in red, WARNING in yellow and SCRIPT ERROR in magenta (though the latter does not seem used so far).
Fixes #1127.
2015-11-10 18:29:34 +01:00
Trond Abusdal
41a161647d * Winsock UDP messages sent to an unavailable target causing WSAECONNRESET will no longer close the socket.
* Ensured that unsigned<->signed conversion would not cause wrong buffer size values sent to recvfrom.
2015-11-09 01:33:16 +01:00
Trond Abusdal
f809cd44ea Fixed PacketPeerUDP getting wrongly closed due to recvfrom using rb.data_left instead of rb.space_left. 2015-11-09 00:22:05 +01:00
masoud bh
55b8c3ee48 change pe_bliss parent directory from /drivers to /tools 2015-11-09 02:24:01 +03:30
masoud bh
24f3f43457 Add icon to exe file in windows export
add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
2015-11-09 02:23:58 +03:30
Saracen
c1d19ad258 New shader feature: change the colour of shadows on a per-material basis.
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
2015-11-08 03:54:55 +00:00
Zher Huei Lee
f0d246a7bc Exposed RegEx expanded option to scripts 2015-11-07 11:03:24 +00:00
Zher Huei Lee
26b977c967 Fixed segfault in RegEx.get_capture() 2015-11-07 11:03:24 +00:00
Zher Huei Lee
6d54f82ab4 Updated nrex to latest version 2015-11-07 11:03:24 +00:00
Zher Huei Lee
8766d3100d Updated nrex for LookAhead support 2015-11-07 11:03:24 +00:00
George Marques
03d4c05150 Fix Opus driver build for VS2010 and VS2012
Fix #2744
2015-11-06 18:59:21 -02:00
Juan Linietsky
800c575b13 maybe fix stop issue in theora 2015-11-04 09:46:25 -03:00
Juan Linietsky
eb419bee04 fix video/audio synchronization code in theora 2015-11-03 09:30:28 -03:00
Saracen
6bcc2e1f83 Fixed broken set_loop_restart_time method in AudioStreamPlaybackOGGVorbis class. 2015-11-02 17:42:56 +00:00
Saracen
539bbd6654 Disable baked lighting sampling on shadeless materials. 2015-11-02 17:30:18 +00:00
Anton Yabchinskiy
3b9868d2e4 Merge branch 'master' of github.com:okamstudio/godot 2015-11-02 20:25:01 +03:00
Saracen
ff363c94db Another clipping fix: default back to using window size to calculate clipping on viewports which don't have a rendertarget which fixes clipping on the editor viewport. 2015-11-02 16:48:11 +00:00
Saracen
5072134f41 Fixed canvas clipping on offscreen viewports. 2015-11-02 16:48:09 +00:00
Saracen
b54d96ceba Added ability to write directly to 4-dimensional position vector from within custom vertex shader code. Bugfixes to shader graph code generation concerning xforms. 2015-11-02 16:03:31 +00:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
61ecb6a5e6 properly compute total time for ogg vorbis 2015-11-01 12:32:11 -03:00
ZuBsPaCe
b051914032 Fixes Visual Studio 2015 linker error (___iob_func)
The original, uncommited fix simply changed compiler flag /MT to /MD. This
would link the C runtime dynamically instead of statically. This is bad,
because some users would have to install the c runtime before starting the
editor.

You can find alot of info about this error, which can happen after
upgrading to VS 2015, and there are workarounds. But I realized, that the
only place, where iob_func is used, is in e_os.h of the openssl library.
The latest version already contains a workaround. I simply updated the
part in e_os.h.

Reference: https://github.com/openssl/openssl/blob/master/e_os.h#L268
Reference: https://software.intel.com/en-us/forums/intel-parallel-studio-beta-archived/topic/266345
Reference: https://connect.microsoft.com/VisualStudio/feedback/details/1144980/error-lnk2001-unresolved-external-symbol-imp-iob-func
Reference: http://stackoverflow.com/questions/757418/should-i-compile-with-md-or-mt

Here's the original error message:

   Creating library bin\godot.windows.tools.lib and object bin\godot.windows.tools.exp
drivers1.windows.tools.lib(t1_enc.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(txt_db.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(d1_enc.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(ui_openssl.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(cryptlib.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(pem_lib.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(d1_both.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(rsa_sign.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
bin\godot.windows.tools.exe : fatal error LNK1120: 1 unresolved externals
scons: *** [bin\godot.windows.tools.exe] Error 1120
2015-10-30 03:03:05 +01:00
romulox_x
b86e3c3402 added low_memory_2d_mode, to indicate when 3D post processing buffers and viewport depth buffers should not be allocated 2015-10-21 19:23:34 -07:00
Juan Linietsky
b59c86f6f9 -Ability to debug video memory usage
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
Juan Linietsky
2b12a8109d Merge branch 'master' of https://github.com/okamstudio/godot 2015-10-19 18:48:34 -03:00
Juan Linietsky
5d86a25f4d -some fixes to where screen is read from rasterizer
-fixed bug in ogg vorbis looping
-properly flushing audiostream rb when stopping
2015-10-19 18:47:49 -03:00
Juan Linietsky
277a339cf0 Merge pull request #2365 from Mavhod/patch-1
get_date on Linux
2015-10-17 10:49:46 -03:00
Juan Linietsky
c2515d352e Merge pull request #2369 from Max-Might/master
Haiku: platform support
2015-10-17 10:48:57 -03:00
Juan Linietsky
13d2710fed Merge pull request #2474 from masoudbh3/android-armeabi-v7a
Fix android build script
2015-10-17 10:20:47 -03:00
Juan Linietsky
79e5ced7e6 -A little More control about pixel snapping in 2D 2015-10-13 15:53:34 -03:00
Juan Linietsky
b3cda43a0f Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	platform/windows/detect.py
2015-10-13 01:19:32 -03:00
Juan Linietsky
52e756752e ability to change audio track in theora video 2015-10-13 01:17:54 -03:00
Kostadin Damyanov
29caf2bb5b Merge remote-tracking branch 'upstream/master' 2015-10-13 05:01:54 +03:00
reduz
aad2bbdb6f newline fixes 2015-10-08 15:00:40 -03:00
reduz
3514a87b37 fixed uninitialized memory issues in audio code 2015-10-08 14:50:18 -03:00
ZuBsPaCe
d99727d099 Fixes following Visual Studio 2013 compile error on windows:
drivers\opus\celt\bands.c(555) : error C2057: expected constant expression
drivers\opus\celt\bands.c(555) : error C2466: cannot allocate an array of constant size 0
drivers\opus\celt\bands.c(555) : error C2133: 'tmp' : unknown size
2015-10-03 00:42:40 +02:00
ZuBsPaCe
c69afe4948 Fixes following Visual Studio 2013 compile error on windows:
audio_stream_opus.h(57) : error C2864: 'AudioStreamPlaybackOpus::osrate' : a static data member with an in-class initializer must have non-volatile const integral type

See: http://stackoverflow.com/questions/2454019/why-arent-static-const-floats-allowed
2015-10-03 00:38:43 +02:00
George Marques
6e87314d83
Add support for Opus audio format 2015-10-02 14:25:38 -03:00
romulox_x
187c000ab5 removed unnecessary clear, which prevented root viewport from working right when told not to clear 2015-10-01 13:30:10 -07:00
Juan Linietsky
c858515785 Fixed theora playback. Removed theoraplayer.
Still need to get proper audio output latency in some platforms.
2015-09-26 14:50:42 -03:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
masoud bh
867c95223d Fix android build script
some fixes for android build script.
remove armv6,x86 options and add "android_arch" option for select
compiler architecture (armv7,armv6,x86)(default armv7).
add architecture suffix for output files and you can compile for several
architecture simultaneously.
example:
libgodot.android.opt.debug.armv7.so
libgodot.android.opt.debug.armv7.neon.so
libgodot.android.opt.debug.armv6.so
libgodot.android.opt.debug.x86.so
now we can enable/disable neon on armv7 with "android_neon" option
(default enable).
add "NDK_TARGET_X86" option for select toolchain to use for the NDK x86
(default x86-4.8).
change inputs model for "ndk_platform" option (default android-15).
fix armv7 ccflags.

with this patch, must put libgodot_android.so file in specific
architecture folder:

armv7 (default): <android-java>/libs/armeabi-v7a/
armv6: <android-java>/libs/armeabi/
x86: <android-java>/libs/x86/
2015-09-16 16:14:38 +04:30
Juan Linietsky
89a901c4b6 Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-12 10:56:13 -03:00
Juan Linietsky
a88f67821c HTML5 exporter seems to be fully functional
-user:// filesystem implemented
-default template page could look prettier, help appreciated
2015-09-12 10:54:47 -03:00
Juan Linietsky
943714c015 Merge pull request #2461 from romulox-x/iphoneSplash
fixed iOS splash screen
2015-09-12 00:17:24 -03:00
Juan Linietsky
682578f3b3 more c++ include references removed 2015-09-10 20:53:31 -03:00
Juan Linietsky
c7426717d3 Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-10 20:31:34 -03:00
Juan Linietsky
83b69f8fef remotion of some c++ includes to avoid dependency on libstdc++ 2015-09-10 20:30:46 -03:00
steve
b0e5031f1f ios now displays splash screen between launch image and main scene, instead of a black screen 2015-09-10 15:01:02 -07:00
Juan Linietsky
fad1faddae Removing locatime so this function compiles again.
I don't think it has any practical use anyway.
2015-09-10 13:10:23 -03:00
Juan Linietsky
4e8dcc8938 Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-09 18:52:47 -03:00
Juan Linietsky
9741374617 Rewrite of the AudioStream API
-Fixes long-standing issues regarding to playing a single stream multiple times simultanteously
-Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design
-Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
2015-09-09 18:50:52 -03:00
Ariel Manzur
e3e93da6b9 fixed localtime thing for ios, not tested anywhere else 2015-09-09 20:24:38 +00:00
Kostadin Damyanov
c5f574b914 Merge remote-tracking branch 'upstream/master' 2015-09-05 12:03:17 +03:00
Juan Linietsky
b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Juan Linietsky
4b40f9228b Merge branch 'master' of https://github.com/okamstudio/godot 2015-08-23 20:22:08 -03:00
Juan Linietsky
07e9741425 **WARNING BEFORE PULLING**
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)

Summary of Changes

-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00
Kostadin Damyanov
2a757a6ad4 Haiku: move the audio driver to platform/haiku 2015-08-14 22:52:28 +03:00
Mavhod
3942117bbf add ()
Sorry, firt time I put it but had no compiled for check.
2015-08-13 18:56:13 +07:00
Mavhod
69710055f0 get_date on Linux
tm_mon is 0-11
2015-08-13 14:09:21 +07:00
Kostadin Damyanov
cdf1ac7d58 Merge remote-tracking branch 'upstream/master' 2015-08-09 12:45:21 +03:00
Juan Linietsky
0a139aaef9 Merge pull request #2302 from antonyjones67/AndroidTemplateCompileWindows
Fixes compile bug for Android template on Windows.
2015-08-08 11:14:28 -03:00
Juan Linietsky
5e326e4903 Merge pull request #2328 from her001/patch-1
Fix vorbis seek_pos
2015-08-08 11:04:46 -03:00
xodene
6b25e83ba7 tested and fixed unix os_system_time_msec() 2015-08-06 11:08:48 -07:00
Maximillian
6f9a084ac8 Add OS.get_system_time_msec 2015-08-06 10:29:33 -07:00
Andy Conrad
d110260c1e Fix vorbis seek_pos 2015-08-03 11:41:50 -05:00
Anton Yabchinskiy
dc8df8a91a Merge branch 'master' of github.com:okamstudio/godot 2015-07-29 23:01:36 +03:00
Kostadin Damyanov
f5bfd497aa Haiku: add sound support 2015-07-26 02:18:32 +03:00
PeaceSells
9983ceecf2 Fixes compile bug for Android template on Windows. 2015-07-24 13:12:23 -06:00
Zher Huei Lee
69eff35cd5 Fixed incorrect failsafe return values 2015-07-24 16:15:04 +01:00
Zher Huei Lee
87c1e16834 Made RegEx API similar to old version 2015-07-24 14:09:39 +01:00
Zher Huei Lee
d9f1a85948 More nrex fixes 2015-07-24 13:25:04 +01:00
Lee Zher Huei
732bfd0baf Updated nrex fixes 2015-07-24 02:02:52 +01:00
Lee Zher Huei
ef005d4f64 Regex library Nrex initial port 2015-07-24 01:18:46 +01:00
Juan Linietsky
55b34e05b3 -some changes by okam 2015-06-30 11:28:43 -03:00
Kostadin Damyanov
e0e54ea7d4 Merge remote-tracking branch 'upstream/master' 2015-06-26 21:35:47 +03:00
Kostadin Damyanov
f61eb5fd8e Haiku: fix the glew.c hack 2015-06-26 21:32:57 +03:00
romulox_x
acb5cdb574 forgot to add mirroredrepeat flag to flags file. fixed. 2015-06-25 15:41:12 -07:00
romulox_x
85e49d4e75 added support for mirrored repeat texture wrapping 2015-06-25 14:51:21 -07:00
Juan Linietsky
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
BenH
d807a22981 Billboards were being displayed upside down when drawn to a render texture
Render texture's view transforms seem to be inverted, so when drawing
billboards, the 'up' vector given to set_look_at() is also inverted and
so the billboard gets drawn upside down.
2015-06-24 21:06:31 +01:00
Kostadin Damyanov
0038e27fc3 Merge remote-tracking branch 'upstream/master' 2015-06-18 22:48:29 +03:00
Juan Linietsky
4b35654a02 Update rasterizer_gles2.cpp
fixed camera plane
2015-06-12 09:54:19 -03:00
Kostadin Damyanov
8df3e30abd Haiku: create a GL context and initialize the audio and physics servers 2015-06-11 22:57:41 +03:00
Juan Linietsky
9e479065f5 new space shooter demo
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Kostadin Damyanov
f99b72c04f Haiku: remove an #ifdef as the platform now supports MSG_NOSIGNAL 2015-06-10 21:18:39 +03:00
Juan Linietsky
8d61817293 Merge pull request #2037 from est31/use-local-win
Time zone support
2015-06-07 00:32:29 -03:00
Juan Linietsky
9acab32daa new file dialog!
-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
2015-06-06 09:44:38 -03:00
est31
c5338fd6c4 Add OS.get_time_zone_info function
The returned dictionary maps "name" to the
name of the current time zone, and "bias" to
a bias from UTC in minutes.
2015-06-06 05:57:33 +02:00
est31
803069886e Add utc param to get_time and get_date methods
If utc == false, we return the local time, like before.
Otherwise, we return UTC time.
utc defaults to false to not break behaviour.
2015-06-06 05:55:28 +02:00
Juan Linietsky
d5348eebdc work in progress, resource previews 2015-05-31 02:00:18 -03:00
Kostadin Damyanov
a553327043 Haiku: some small fixes 2015-05-25 06:34:16 +03:00
Kostadin Damyanov
826f8af1ef Haiku: link with the haiku libs, stub the OS_Haiku class. 2015-05-25 06:02:55 +03:00
Kostadin Damyanov
4e07a2dea8 Haiku: fix building with UNIX_ENABLED. 2015-05-25 03:49:24 +03:00
Antony
5ceec67add Added Doxyfile for Doxygen documentation. Had to modify codec.h because it already had set up the mainpage. Added a logo without text for the Doxygen pages upper top left corner. Pointed Doxyfile to README.md. Thinking of adding Markup in c files pointing to Wiki links. That way we have current source markup but it points to Wiki for major documentation effort. 2015-05-10 14:36:58 -06:00
Juan Linietsky
1fd1b7a91b Merge branch 'master' of https://github.com/okamstudio/godot 2015-05-09 13:09:20 -03:00
Juan Linietsky
1a7d370fcf -Corrected DirAccessWindows functions, fixes #1872, properly fixes #791. 2015-05-09 13:05:34 -03:00
Juan Linietsky
deba45ebf7 Merge pull request #1841 from SuperUserNameMan/updated_rtaudio
update rtaudio to latest version
2015-05-07 20:03:00 -03:00
yg2f
2f4c435bfa update rtaudio to latest version
update rtaudio from latest version availbale on github
2015-05-06 23:08:06 +02:00
ehriche
b89cd136a9 fixed ColorRgb attribute init order of struct 2015-05-06 01:22:38 +02:00
ehriche
edce27fc03 minor fixes in drivers mpc and vorbis. 2015-05-06 00:43:24 +02:00
Juan Linietsky
639f7e0016 Merge pull request #1810 from ricpelo/ricpelo-patch-3
Fixes Theora build
2015-05-04 20:42:26 -03:00
Ricardo Pérez
ba61a1dfd3 Fixes Theora build
Changes memcpy() -> copymem()
2015-05-04 23:57:55 +02:00
Juan Linietsky
fbbe7dcdfb Merge remote-tracking branch 'origin/master'
Conflicts:
	drivers/windows/dir_access_windows.cpp
2015-05-04 13:24:02 -03:00
Juan Linietsky
7f5b744b92 small unicode fixes 2015-05-04 13:12:05 -03:00
Juan Linietsky
f4caddbc23 -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), fixes #1775 2015-05-04 10:53:54 -03:00
Juan Linietsky
c631d597ad Merge pull request #1792 from swenner/static_analysis_fixes
Static analysis fixes
2015-05-03 22:53:30 -03:00
Juan Linietsky
795ccf0e14 Merge pull request #1800 from antonyjones67/VSGenerator
Added Visual Studio project generation. Use "vsproj=yes" in command line...
2015-05-03 22:52:20 -03:00
Antony Jones
2a4da03f10 Added Visual Studio project generation. Use "vsproj=yes" in command line. This does not set up NMAKE properly. 2015-05-03 15:18:56 -06:00
Simon Wenner
3f1826866b fixed uninitialized name pointers (cppcheck) 2015-05-03 02:16:26 +02:00
Simon Wenner
332d9af81b fixed memory leak: triangulated (cppcheck) 2015-05-03 02:11:43 +02:00
Juan Linietsky
c45ffc2ca9 -fixed old condition in TextureFrame that caused bugs in materials, closes #1742 2015-05-01 12:16:51 -03:00
Juan Linietsky
4804462ee0 -Fixes from source code analyzizer, closes #1768 2015-05-01 10:44:08 -03:00
Juan Linietsky
5c6b31c024 -fixed broken lighting in release version of godot for isometric light demo, fixes #1697 2015-04-30 11:34:24 -03:00
Juan Linietsky
0adca0a7c9 -made normalmaps easier in 2D, fixes #1467 2015-04-27 08:11:54 -03:00
Juan Linietsky
52e2f4606f -Objects with BlendMode!=MIX do not get affected by CanvasModulate, fixes #1724 2015-04-24 23:46:42 -03:00
Juan Linietsky
59154cccf9 -Changed Godot exit to be clean.
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
1de1a04b78 -fix local and global usage for DirAccess, fixes #791
please test anyway..
2015-04-18 20:11:33 -03:00
Juan Linietsky
a5cbfbbcbb -fixed relative path saving to file, fixes #1694 2015-04-18 16:33:31 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
3b434eacde Fix clipping when used in viewport or inside another viewport, fixes #1661 2015-04-14 22:05:14 -03:00
Juan Linietsky
e573d3a945 fixed broken lighting, closes #1671 2015-04-12 20:41:25 -03:00
Juan Linietsky
f9906eeac8 -Fixed screen capture for viewports, added a screen capture demo, fixes #1529 2015-04-12 18:58:05 -03:00
Juan Linietsky
d148a03848 -Fixes bug in ShaderGraph material, when uniform property is not used, fixes #1634 and #1610 2015-04-09 00:29:21 -03:00
Juan Linietsky
b135cdbf05 Merge pull request #1531 from vkbsb/h5_canvas_polygon_fix
H5 canvas polygon fix
2015-04-07 20:22:58 -03:00
Juan Linietsky
b36e41cb71 Added a PVRTC encoder for iOS 2015-04-06 21:48:20 -03:00
Anton Yabchinskiy
16746f157f Merge branch 'master' of github.com:okamstudio/godot 2015-04-04 09:31:21 +03:00
Juan Linietsky
5d99e15e43 fix shadow issue with lights in mix mode, i think fixes #1611 2015-04-03 14:36:10 -03:00
Juan Linietsky
9fa1698c74 Changes to Light
-=-=-=-=-=-=-=-=

-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
68e42f53ba Beta1 Attempt #1
-=-==-=-=-=-=-=-

-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00
Juan Linietsky
76c2b9d812 fix shadow attenuation 2015-04-01 12:23:13 -03:00
Juan Linietsky
7fc4059b13 read depth fixes 2015-03-31 17:57:16 -03:00
Juan Linietsky
ad634876b5 fixes for light2d in androids that do not support
read depth
2015-03-31 14:59:28 -03:00
reduz
7f8a0cddcf fixes to shader to get most new demos working on mobile 2015-03-25 22:56:35 -03:00
Juan Linietsky
23e13ce3c2 fixes to new window management API
-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-03-22 19:00:50 -03:00
Juan Linietsky
f706e3e5d1 Merge pull request #1380 from ElectricSolstice/wparentheses_removal
Changed code to remove gcc -Wparentheses warnings.
2015-03-22 15:05:47 -03:00
Juan Linietsky
ca30c87019 Merge pull request #1438 from Spooner/fix_isometric_demo
Fix isometric demo
2015-03-22 14:59:58 -03:00
Juan Linietsky
3a96937e93 Merge pull request #1512 from the-mech/master
[Fix] make_dir_recursive on Windows
2015-03-22 14:53:10 -03:00
rollenrolm
db0a71fc58 New option to show/hide hidden files 2015-03-21 18:33:32 +01:00
V.VamsiKrishna
4fa71a6ee0 Removing Print statement effects perf. 2015-03-21 22:25:48 +05:30
V.VamsiKrishna
372fa5277c Fix for canvas_draw_polygon on webgl. 2015-03-21 10:12:25 +05:30
Juan Linietsky
acc6f3b285 signed distance field font support 2015-03-21 00:43:33 -03:00
V.VamsiKrishna
beab10ab9b Revert "Revert "Missed some things in prev commit.""
This reverts commit 2e59788aa9.
2015-03-20 11:48:21 +05:30
V.VamsiKrishna
eb3c88b3dd Revert "Revert "Removing etc1 from build for javascript platform.""
This reverts commit 9965e93f7e.
2015-03-20 11:47:56 +05:30
V.VamsiKrishna
2e59788aa9 Revert "Missed some things in prev commit."
This reverts commit d3280f91a1.
2015-03-20 11:12:59 +05:30
V.VamsiKrishna
9965e93f7e Revert "Removing etc1 from build for javascript platform."
This reverts commit 41b729ccff.
2015-03-20 11:12:13 +05:30
V.VamsiKrishna
d3280f91a1 Missed some things in prev commit. 2015-03-20 11:06:28 +05:30
V.VamsiKrishna
41b729ccff Removing etc1 from build for javascript platform.
Based on inputs from reduz
1) Made etc1 optional driver and default yes.
2) Reverted the hack in rg_etc1.cpp
3) Disabled etc1 for javascript plaform.
2015-03-20 10:18:13 +05:30
V.VamsiKrishna
743b3157bc Fix for newer gcc. Picked from GoogleCode 2015-03-19 10:35:24 +05:30
V.VamsiKrishna
1d45cd0ff1 Fix Javascript build. 2015-03-19 10:31:36 +05:30
Juan Linietsky
53e1694e1e New option to send canvas to render buffer
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Matthew Hughes
1200689245 Update file_access_windows.cpp for mingw cross-compile
Cross compiling on linux failed on this file. Changing case of the windows.h and shlwapi.h allows mingw to find these headers but setting WINVER 0x0500 is needed for the compiler to find ReplaceFileW
2015-03-15 09:43:13 -05:00
Roman Nekrassow
e646fc5b5d [Fix] make_dir_recursive on Windows
function normally tries to create c: which isn't possible, because the access is denied, handling ERROR_ACCESS_DENIED as ERR_ALREADY_EXISTS lets the function skip the creation of c: .
2015-03-14 12:35:18 +01:00
Juan Linietsky
650e13f3cd back buffer copy node, to improve on texscreen()
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Anton Yabchinskiy
43713810de Merge branch 'master' of https://github.com/okamstudio/godot 2015-03-10 11:44:40 +03:00
Juan Linietsky
91744e9ed3 New Demo, Screen Space Shaders
-Fixes to screen space shaders.
-Fixes to isometric light demo.
2015-03-10 00:53:50 -03:00
Juan Linietsky
09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
a0ee5cc353 time was not being set properly with the rest of the uniforms. 2015-03-02 19:21:46 -03:00
Juan Linietsky
a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
romulox_x
320700fc92 changed the blending function when using a transparent render target so that it blends properly 2015-03-01 15:44:02 -08:00
Bil Bas (Spooner)
c85b2e3fb3 Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-22 14:08:59 +00:00
romulox_x
2ac767b1f5 changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0 2015-02-21 13:57:12 -08:00
Juan Linietsky
1d7337ba10 Merge pull request #1369 from not-surt/tile_rotation
Tile Rotation
2015-02-21 15:37:02 -03:00
Anton Yabchinskiy
19a99afa81 Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-20 13:41:37 +03:00
Bil Bas (Spooner)
3241b0181e Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-19 02:00:50 +00:00
Juan Linietsky
5ef3f7392f support for light and normal mapping in 2D 2015-02-18 19:40:02 -03:00
Anton Yabchinskiy
e024ff89b2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-17 15:57:24 +03:00
ElectricSolstice
0e1f34b49d Changed code to remove gcc -Wparentheses warnings. 2015-02-16 18:58:41 -08:00
Bil Bas (Spooner)
fba2d121b4 Corrected behaviour of File.READ_WRITE mode (fixes #378) 2015-02-16 20:59:16 +00:00
Carl Olsson
196185d0be Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
Juan Linietsky
a49802ae33 -resolved shader set parameter bug, closes #1361 2015-02-14 14:54:58 -03:00
Carl Olsson
6a38ab1b43 Reorder tile transforms so transpose occurs before flips. Much more intuitive for flipping transposed tiles. 2015-02-13 10:56:53 +10:00
Carl Olsson
573ae5dd92 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	demos/2d/polygon_path_finder_demo/.fscache
2015-02-11 21:15:49 +10:00
Juan Linietsky
e74982e55e fixes to skinned buffer
should avoid targets with large objects using morphs
also skinned buffer size is properly customizable on project settings.
2015-02-10 19:14:22 -03:00
Juan Linietsky
a34d27438c ability to customize max render elements
should close #1339
2015-02-09 22:18:44 -03:00
Juan Linietsky
e7918ebbf2 Merge pull request #1281 from sanikoyes/Pr-fix-rtt-filters
Pr-fix-rtt-filters
2015-02-09 21:24:09 -03:00
Carl Olsson
ee44664b2a Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-02 21:34:47 +10:00
Carl Olsson
c5bf43f6eb Working TileMap tile transpose transform. 2015-02-02 21:27:48 +10:00
sambler
73ca870c81 fix build on freebsd
Add some needed includes
Provide freebsd variation of get_executable_path
Provide variation of execv so that either full path
or appname to be found within $PATH can be used
2015-01-27 19:31:37 +10:30
Anton Yabchinskiy
6f93e6812e Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-21 12:03:29 +03:00
Juan Linietsky
c6eabbbec5 fixed world vertex issues in canvas item shader 2015-01-21 00:57:37 -03:00
Juan Linietsky
14ade5500f Fixed bug in 3D material
textures that failed to load should now load again properly
2015-01-20 23:58:47 -03:00
Juan Linietsky
da0d4e4dea Fixes to texscreen, fixes to white testcube 2015-01-20 22:31:32 -03:00
Juan Linietsky
11c1756257 Visual Shader Editing for 2D
Editing 2D shaders with visual editor seems to work now.
2015-01-20 20:36:25 -03:00
sanikoyes
75be78b370 Fix filter options not works in render target texture 2015-01-20 20:01:58 +08:00
Juan Linietsky
a0511ed59a Color Ramp and Curve Map added to visual shader editing.
Added Color Ramp and Curve Map to shader nodes.
Fixed an issue that crashed Godot Editor right when opened.
2015-01-19 02:39:58 -03:00
Anton Yabchinskiy
d6998995b5 Merge branch 'master' of github.com:okamstudio/godot
Conflicts:
	platform/x11/detect.py
2015-01-14 23:17:15 +03:00
sanikoyes
ffe53061cd Add missing shader function: refract 2015-01-14 00:28:18 +08:00
Juan Linietsky
2ef5a342e3 -begin work on unidirectional collision detection
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
2015-01-13 10:49:26 -03:00
Juan Linietsky
30d3658110 -fixed issue with shader not being reset on layers, closes #1199
-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
Juan Linietsky
544ce2a1db -Initial working(?) implementation of shaders for 2D. Lighting still not there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
2015-01-12 10:19:09 -03:00
reduz
f3dc51fc69 2D shader progress 2015-01-11 20:52:42 -03:00
Juan Linietsky
66afddb3e8 -Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
d30f4e52f6 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-10 17:37:56 -03:00
Juan Linietsky
8997084831 2D Rewrite Step [1]
-=-=-=-=-=-=-=-=-=-

-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
2015-01-10 17:35:26 -03:00
Anton Yabchinskiy
b6c5cb1064 Merge branch 'master' of github.com:okamstudio/godot 2015-01-10 22:29:17 +03:00
Dana Olson
88591af4ac fix saving texture flags to *.png.flags file, closes #399 2015-01-10 02:37:00 -05:00
Rhody Lugo
d046bd88ad OS X: Add keyboard layout detection and fix build 2015-01-08 02:56:27 -04:30
Juan Linietsky
78f4b93703 Fixes to GraphEdit:
-Working area is bigger now, solves #1148
-Using Position now works, fixes #1141
-RGB ops now work, fixes #1139
-Missing bindings to GraphEdit and GraphNode added
-Shader Graph Editor Shows errors on cyclic links and missing connections
2015-01-08 00:41:34 -03:00
Juan Linietsky
7a0e4c822c -Visual Shader Editing Finished, PLEASE TEST! 2015-01-07 01:45:46 -03:00
Anton Yabchinskiy
a7875c586a Merge branch 'master' of github.com:okamstudio/godot 2015-01-05 23:56:24 +03:00
Juan Linietsky
ddf7457894 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-03 16:53:39 -03:00
Juan Linietsky
fbdd925d9b -Work in progress visual shader editor *DOES NOT WORK YET* 2015-01-03 16:52:37 -03:00
Juan Linietsky
6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
Juan Linietsky
cef3bd026f -fixed issue with denormals in half precission, closes #1073
-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
2015-01-03 11:06:53 -03:00
Juan Linietsky
d722537154 -proper minimum size computation for TabContainer 2015-01-02 22:34:22 -03:00
Juan Linietsky
7a5a4d135e Merge pull request #998 from sanikoyes/Pr-fix-gles2-canvas_draw_polygon
Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devi...
2015-01-02 18:07:49 -03:00
Anton Yabchinskiy
4ab1bcde35 Merge branch 'master' of github.com:okamstudio/godot
Conflicts:
	drivers/SCsub
	platform/x11/detect.py
	platform/x11/os_x11.h
2014-12-23 23:44:07 +03:00
Juan Linietsky
78e7777cf5 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_editor.cpp

Improved code completion for InputEvent (shows members by type)
2014-12-21 11:46:28 -03:00
Juan Linietsky
f7f197c409 -ability to set default textures in shader (needed for visual shader editing)
-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
2014-12-21 11:42:44 -03:00
Juan Linietsky
a36a774897 Fixes
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Alexander Stillich
f2843209a5 Implemented PulseAudio backend and fixed audio driver selection on X11 2014-12-19 13:44:34 +01:00
sanikoyes
0b7a5b8425 Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devices(like Sumsung Note2)
in some devices, gpu doe's not support uint(32bit) indies
2014-12-19 13:08:48 +08:00
Juan Linietsky
d55f95e0d2 Merge branch 'master' of https://github.com/okamstudio/godot 2014-12-16 22:33:35 -03:00
Juan Linietsky
bcf27feb98 New Code Completion
-=-=-=-=-=-=-=-=-=-

-Massive improvement to code completion
-Argument hinting for functions

If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.

 Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky
089d7fa171 Small batch of fixes
-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
2014-12-15 15:42:58 -03:00
Anton Yabchinskiy
ff755f93eb Merge branch 'master' of http://github.com/okamstudio/godot 2014-12-09 17:51:14 +03:00
Juan Linietsky
c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
2014-12-07 02:04:20 -03:00
Anton Yabchinskiy
c29239a6f9 Add missing check for AO_ENABLED in audio_driver_ao.cpp 2014-11-28 17:09:22 +03:00
Anton Yabchinskiy
3e09c09915 Update the list of authors in libao driver sources 2014-11-24 15:56:02 +03:00
Anton Yabchinskiy
298f6be9bf Include cstring header for memset() 2014-11-22 17:54:41 +03:00
Anton Yabchinskiy
29be6da54a Cast samples_in to samples_out with reinterpret_cast<int16_t*> 2014-11-22 17:54:00 +03:00
Anton Yabchinskiy
4a3e240732 samples_in is an instance variable, prefix it with ad-> 2014-11-22 17:52:00 +03:00
Anton Yabchinskiy
e60c41be9f Fix syntax error in call to ao_play() 2014-11-22 17:49:51 +03:00
Anton Yabchinskiy
e58731ee01 Set libao sample format to 16 bits
Some plugins don't support 32 bit samples.
2014-11-22 17:37:27 +03:00
Anton Yabchinskiy
ba6d83f3e1 Check return value of ao_play() 2014-11-22 13:38:11 +03:00
Anton Yabchinskiy
f9db628d17 Write audio samples to libao device 2014-11-22 13:38:11 +03:00
Anton Yabchinskiy
4c8bfecc43 Change 0 to NULL for ao_open_live() and device
It's NULL in other places.
2014-11-22 13:38:11 +03:00
Anton Yabchinskiy
3c2e35ada9 Minor code formatting fixes in ao driver 2014-11-22 13:38:11 +03:00
Anton Yabchinskiy
2f92e2a67a Open/close libao audio device 2014-11-22 13:38:11 +03:00
Anton Yabchinskiy
9fb49e56a4 Initialize/shutdown libao 2014-11-22 13:38:11 +03:00
Anton Yabchinskiy
540b95f5b0 Add ao/ subdir to drivers/SCsub 2014-11-22 13:37:50 +03:00
Anton Yabchinskiy
c1f62a04d7 Import sources for libao driver (unfinished, based on dummy driver) 2014-11-22 13:37:24 +03:00
Juan Linietsky
e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky
abbea4d945 UDP Fixes
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky
6dd8768811 3D Import Import & UDP
-=-=-=-=-=-=-=-=-=-=-

-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00
Juan Linietsky
fc676fa6f8 missing files with fixes for shower of bullets 2014-11-06 11:02:40 -03:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
d85b67be53 Bug Fixes
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky
e82dc40205 -Much improvement to baked light baker
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky
cd218b8c09 Fixes
-=-=-

-Fixed normalmap depth parameter
-Fixes to DirAccess on Windows
-Double click on resource dock will open them
-Fixes to doc generator (should make github wiki on class list more up to date)
2014-10-14 19:44:41 -03:00
romulox_x
b479a2c8f0 fix view dependent problem in normal mapping 2014-10-14 01:21:50 -07:00
Juan Linietsky
a84ba9c853 Collada
-=-=-=-

-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
2014-10-14 01:01:25 -03:00
Juan Linietsky
948fd83cdd Little Bits
-=-=-=-=-=-

-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
2014-10-12 02:13:22 -03:00
Juan Linietsky
01ffe6cf89 -Rasterizer supports meshes with both skeletons and blend shapes
-Collada exporter supports Blend Shapes (even on actions via set driven keys)
2014-10-09 19:44:27 -03:00
Juan Linietsky
0fa94a9690 Build System Changes
-=-=-=-=-=-=-=-=-=-=

Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
2014-10-07 01:31:49 -03:00
Juan Linietsky
af4a97bef9 missing fils from yesterday comit.
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00
Juan Linietsky
b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00
Juan Linietsky
11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky
549d344f0f Fixing Issues...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00
sanikoyes
d0a45aafd3 Fix file_exists 2014-09-19 12:22:32 +08:00
Juan Linietsky
7d6b160a44 fix skeleton AABB computation, addeded shadeless view mode 2014-09-18 00:18:57 -03:00
Juan Linietsky
990f6cf50e More Bug Fixes
-=-=-=-=-=-=-

-Fixed a few bugs in Mixer, now playback of chiptunes works great :)
-Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame.
-Fixed camera in 3D kinematic character demo.
2014-09-17 20:03:10 -03:00
Juan Linietsky
7de53cf242 Merge pull request #574 from marynate/PR-fix-change-dir
Fixed DirAccessWindows::change_dir not working properly;
2014-09-17 10:44:51 -03:00
Juan Linietsky
431c0c6903 Merge pull request #658 from TheoXD/_windows_openssl2_fix
Someone fixed compiling issue on Win
2014-09-17 09:53:17 -03:00
Juan Linietsky
a7b512f2c1 Merge pull request #690 from Marqin/master
[BUILD] fix include paths in webp
2014-09-17 09:50:44 -03:00
Juan Linietsky
f00f4b9296 CollisionPolygon (3D)
Workaround for round() on PC.
2014-09-16 21:19:54 -03:00
Juan Linietsky
642c63319e Camera Fixes
-=-=-=-=-=-=

-Object Picking and orthogonal camera related functions fixed (i hope)
-Going to preview mode in the camera shows a frame with the correct game aspect ratio
-Changed Camera API and properties a little t make it more straightforward
-Fixed bug in shader compiler.

-Fixed bug in ShaderGL
2014-09-15 20:06:37 -03:00
Juan Linietsky
8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00