lawnjelly
eaf8e5ce52
Change CameraMatrix::get_viewport_size to get_viewport_half_extents
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Fixes #26637 .
Fixes #19900 .
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Yuri Roubinsky
4c456ef979
Disallow uint/uvec usage on GLES2 platform
2020-01-20 18:59:35 +03:00
Rémi Verschelde
837adb30fd
Revert "Exposes capture methods to AudioServer + documentation" #30468
...
Reverts the following commits:
- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
"Exposes capture methods to AudioServer, variable renames for
consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
"Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
"Fix to make sure the capture buffers are deallocated at shutdown.
Silences warnings."
Some documentation improvements were kept for pre-existing methods.
See rationale for reverting these changes in #30468 .
2020-01-20 13:18:01 +01:00
Yuri Roubinsky
3dea1c725e
Clears completion_class in shaders (may cause troubles if not).
2020-01-19 16:35:54 +03:00
Yuri Roubinsky
1eb8d5e142
Added missing form of array constructor in shaders
2020-01-18 11:41:55 +03:00
Rémi Verschelde
669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
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Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
Rémi Verschelde
6fd4afa96b
Merge pull request #33615 from raphael10241024/fix_shape_change
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refresh area2d collision when shape changes
2020-01-16 22:56:16 +01:00
clayjohn
041fa57a88
Add multimesh format max for proper error checking
2020-01-16 13:31:17 -08:00
Yuri Roubinsky
5098232ee6
Disabled array initialization, const array and arr.length in shaders
2020-01-16 11:46:11 +03:00
clayjohn
3579187f90
Make texture_debug_usage thread safe
2020-01-12 15:22:54 -08:00
Yuri Roubinsky
1e154e0947
Fix nested break/return in shader switch statement
2020-01-10 11:57:56 +03:00
Rémi Verschelde
5edd1a27d2
Merge pull request #34671 from Chaosus/shader_hex_support
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Support for hex numbers in shaders
2020-01-08 10:01:49 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
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These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).
This closes #28404 .
2020-01-06 00:37:56 +01:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp
1591677eb8
Fixed antialiasing option for Polygon2D
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Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.
Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Yuri Roubinsky
99b92c885f
Support for hex numbers in shaders
2019-12-29 12:19:10 +03:00
Catchawink
86096313be
Fixed an issue with recording audio.
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Prior to this fix, AudioEffectRecordInstance::init() was called before recording_active is set to true in AudioEffectRecord::set_recording_active(). This was setting is_recording to false in AudioEffectRecordInstance, because is_recording updates to the value of recording_active in AudioEffectRecordInstance::_io_thread_process(). To fix this issue, AudioEffectRecordInstance::init() is now called after recording_active is set to true.
2019-12-12 10:28:46 -05:00
Rémi Verschelde
2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
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Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut
ed1c4bc77d
Removed unused variables, add some constants numbers
2019-12-10 05:13:02 +01:00
Rémi Verschelde
4eff13d768
doc: Markup fixes for enums and constants
2019-12-06 23:09:20 +01:00
Rémi Verschelde
99b81aa1b9
Merge pull request #34039 from Eoin-ONeill-Yokai/multimeshfix
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Added Missing Binding for `multimesh_create` to VisualServer
2019-12-05 06:49:43 +01:00
Eoin O'Neill
f7f7544997
Added method binding for `multimesh_create` that was missing from VisualServer class.
2019-12-04 16:00:18 -08:00
Rémi Verschelde
e77c34ab4a
Merge pull request #34061 from Chaosus/fix_shader_const
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Fix expressions for global constants in shaders
2019-12-03 08:53:55 +01:00
Rémi Verschelde
10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
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Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Yuri Roubinsky
8b8faf03d5
Fix expressions for global constants in shaders
2019-12-02 19:00:21 +03:00
bruvzg
2ef8c5fac5
iOS modular build and export implementation.
2019-12-01 21:57:18 +02:00
PouleyKetchoupp
e6ebc43d72
Fixed antialiased option for Polygon2D / Line2D
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Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.
Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.
Fixes #26823
2019-11-28 22:57:27 +01:00
Bojidar Marinov
2952dc3fe2
Fix crash when disabling a YSort node
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Fixes #33932
2019-11-27 10:47:11 +02:00
Marcel Admiraal
6c3be2ca74
Fix Visual Studio throwing C4146 warning.
2019-11-18 15:14:04 +00:00
RaphaelHunter
8330e70e2c
refresh area2d collision when shape changes, close #33369
2019-11-14 15:48:41 +08:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
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Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c
Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation
2019-11-11 21:02:06 +11:00
Rémi Verschelde
2143f46df2
Merge pull request #33516 from qarmin/small_fixes
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Memory leaks and crash fixes
2019-11-10 10:17:19 +01:00
Rafał Mikrut
7dda9309f9
Memory leak and crash fixes
2019-11-10 09:49:13 +01:00
PouleyKetchoupp
530665197f
Fixed Particles restart after visibility has been set to off and on again
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Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.
Fixed #33476
2019-11-09 09:51:17 +01:00
Rémi Verschelde
621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
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Game camera override
2019-11-08 10:02:18 +01:00
Marcel Admiraal
fea58321e6
Fix 'r1' (and r2) may be used uninitialized warning in eq.cpp.
2019-11-08 08:37:06 +01:00
Rémi Verschelde
341f37aaed
Merge pull request #33153 from raphael10241024/fix_occluder
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fix occluders positions error under canvas_layer
2019-11-05 14:41:28 +01:00
Yuri Roubinsky
5e44b5be81
Prevents usage of unsupported texture shader types in GLES2
2019-11-03 13:41:15 +03:00
Rémi Verschelde
d89f24b6c9
Merge pull request #33259 from Chaosus/remove_gles2_switch_op
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Removed switch operator from GLES2 shader back-end
2019-11-02 19:28:18 +01:00
Yuri Roubinsky
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
Rémi Verschelde
af4fd9de9c
Merge pull request #33238 from qarmin/other_fixes
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Fix some crashes, overflows and using variables without values
2019-11-01 22:12:47 +01:00
Rafał Mikrut
9ddb3265e1
Fix some crashes, overflows and using variables without values
2019-11-01 16:16:31 +01:00
Yuri Roubinsky
1b003f3d64
Prevents shader crash on GLES2 if unsupported built-in has been used
2019-10-31 09:21:44 +03:00
Yuri Roubinsky
76eb486413
Added check if field name in the shader is equal to builtin
2019-10-29 15:37:19 +03:00
RaphaelHunter
c4cea10402
fix occluders positions error under canvas_layer, close #32880
2019-10-29 14:51:58 +08:00
Yuri Roubinsky
ef6161532d
Fix shader crash if non-boolean expression inserted into "if"
2019-10-28 08:35:33 +03:00
Hugo Locurcio
701581d1d3
Improve error messages related to `shader_type`
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The list of allowed shader types is now displayed if any
`shader_type`-related error is emitted.
This makes it easier to remember which shader types are allowed
when creating a new shader.
2019-10-26 17:43:14 +02:00
Rémi Verschelde
5cdecb8227
Merge pull request #32845 from madmiraal/rigidbody-mode-change
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Activate Body(2D)SW when switching to rigid or character mode.
2019-10-25 23:36:17 +02:00
Rafał Mikrut
d468e28874
Fix leak in Physics2DServerSW
2019-10-24 20:12:46 +02:00
Erik
8b0546d93b
Implement game camera override
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
Marcel Admiraal
13798746e7
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-15 07:41:13 +02:00
Rémi Verschelde
d0628180ae
Merge pull request #32799 from clayjohn/free_pools
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Properly free sky and lightmap caches in multithreaded server
2019-10-13 19:44:04 +02:00
clayjohn
62fb462165
Properly free sky and lightmap caches in multithreaded server
2019-10-13 09:31:00 -07:00
Rémi Verschelde
5d63cf1610
Merge pull request #32767 from madmiraal/body2d-can_sleep-default
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Fix mismatch between RigidBody2D and Body2DSW can_sleep defaults.
2019-10-12 14:06:46 +02:00
Marcel Admiraal
42a9ae7a82
Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults.
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- Set Body2DSW can_sleep default to true.
- Set Body2D can_sleep default to true.
2019-10-12 12:11:11 +02:00
Saracen
dabaa11b3c
Fix to make sure the capture buffers are deallocated at shutdown. Silences warnings.
2019-10-11 23:40:43 +01:00
Yuri Roubinsky
ada4bcbe30
Fix invalid autocompletion pasting of shader param name
2019-10-08 18:33:22 +03:00
Rémi Verschelde
45577e4233
Merge pull request #32571 from DavidSichma/rect_flip
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Correctly flip texture src region
2019-10-08 16:15:45 +02:00
Yuri Roubinsky
76324bec8d
Prevent shader crash if name of variable overrides function name
2019-10-06 20:35:41 +03:00
Yuri Roubinsky
d9087e1b44
Prevent shader crash if function call been used on constant
2019-10-06 18:20:05 +03:00
Yuri Roubinsky
5a5a062d61
Fix few redefinition name errors for variable/param/function in shaders
2019-10-06 17:27:28 +03:00
David Sichma
f73e1fae37
Correctly flip texture src region
2019-10-05 16:51:06 +02:00
Yuri Roubinsky
1472fca951
Removed unnecessary shader error log messages
2019-10-02 12:37:22 +03:00
lawnjelly
236ce550c0
Showing and hiding geometry updates shadows
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Showing and hiding geometry nodes was not showing or hiding their respective shadows. This fixes this by marking any affected lights as dirty.
Fixes #29856
2019-10-01 19:09:03 +01:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
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Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
Rémi Verschelde
4f294b958f
doc: Sync classref with current source
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Fix a few missing bindings or unspecified argument names and default values.
2019-09-24 11:52:06 +02:00
Rémi Verschelde
159470df08
Merge pull request #32275 from godotengine/skin_support
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
qarmin
50be65bf43
Changed some code found by Clang Tidy and Coverity
2019-09-22 18:45:08 +02:00
Rémi Verschelde
fdc2463a1b
Merge pull request #32150 from luzpaz/typos
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Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
luz.paz
91ecd7b6a6
Fix misc. source comment typos
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Rémi Verschelde
28265fb526
Merge pull request #31202 from azagaya/light-data
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Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
Juan Linietsky
d81ddaf33e
Added skin support and simplified APIs to override bone position.
2019-09-18 19:46:32 -03:00
Chaosus
1333ea2a2d
Implement shader array support for varyings
2019-09-14 18:23:25 +03:00
azagaya
b835868067
Create shadow_vec for altering shadow computation
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In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
Yuri Roubinsky
96ea1e6fb0
Merge pull request #31600 from Chaosus/shader_func_return_fix
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Fix shader crash when users miss the return statement
2019-08-28 16:39:33 +03:00
Yuri Roubinski
38601dd3e9
Fix shader crash when users miss the return statement
2019-08-28 11:32:33 +03:00
follower
8499033354
Typo fix: "differt" -> "different"
2019-08-28 19:12:54 +12:00
Rémi Verschelde
f2777c04c3
Merge pull request #31596 from Chaosus/shader_switch
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Implements switch flow control operator in shaders
2019-08-24 14:47:44 +02:00
Andrii Doroshenko (Xrayez)
718f09ad20
Fix uninitialized inertia value in Body2DSW
2019-08-23 20:13:57 +03:00
Yuri Roubinski
4dda253ee0
Implements switch to shaders
2019-08-23 14:43:09 +03:00
RaphaelHunter
74713fe970
Fix custom inertia in physics2d, closes#30838
2019-08-22 20:30:03 +08:00
Rémi Verschelde
6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
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Remove redundant author doc comments
2019-08-14 13:45:54 +02:00
Yuri Roubinski
a525e3c5ce
Implemented do/while loops for shaders
2019-08-13 18:39:55 +03:00
Yuri Roubinski
24417f1975
Force user to initialize local shader constants
2019-08-13 12:31:25 +03:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments
2019-08-12 04:26:38 -05:00
Saracen
d8ba9f1824
Fix recording bus regression.
2019-08-12 08:10:56 +01:00
Cameron Reikes
9f7a166c35
Show that identifier found in function names
2019-08-09 21:15:33 -07:00
Michael Alexsander Silva Dias
5ca7460421
Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories
2019-08-09 11:27:39 -03:00
Rémi Verschelde
7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
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Implemented local shader constants
2019-08-07 15:14:35 +02:00
Rémi Verschelde
ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
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Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
Rémi Verschelde
af935af38d
Merge pull request #30468 from SaracenOne/expose_audio_capture
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Exposes capture methods to AudioServer + documentation
2019-08-07 13:27:25 +02:00
qarmin
e0b5b21863
Add some code changes/fixes proposed by Coverity and Clang Tidy
2019-08-07 12:54:30 +02:00
Yuri Roubinski
b24b3497d6
Implemented local shader constants
2019-08-05 10:35:53 +03:00
Rémi Verschelde
507e41e698
Merge pull request #30999 from nekomatata/fix-regression-godot-physics
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Fixed regression in Godot Physics
2019-07-31 19:47:33 +02:00
PouleyKetchoupp
53ac260d19
Reverted fix that makes sense for collision_solver_2d_sat but not for the 3d version
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(original commit: aab8da25ad
)
Fixes #30886
2019-07-31 17:36:09 +02:00
IAmActuallyCthulhu
4e617d2ca2
Correct typo and format of comments
2019-07-30 16:43:07 -05:00
santouits
472cda9047
Remove physics thread getting the gl context
2019-07-27 22:08:10 +03:00
Michael Alexsander Silva Dias
12ae7a4c02
Update some dead links in the codebase
2019-07-23 21:06:12 -03:00
Rémi Verschelde
4c943cca2c
Merge pull request #30716 from qarmin/fixed_static_analiser_code
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Fix some code found by Coverity Scan and PVS Studio
2019-07-23 15:08:44 +02:00
qarmin
aab8da25ad
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 09:14:31 +02:00
Rémi Verschelde
fec28da0ad
Merge pull request #30349 from qarmin/fix_arvr_crash_at_exit
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Fix ARVRServer crash at exit
2019-07-20 12:41:56 +02:00
Rémi Verschelde
d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
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Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
Rémi Verschelde
df62bfdd49
Merge pull request #30548 from Calinou/tweak-audio-cutoff-property-hints
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Tweak audio cutoff property hints to allow reasonable values only
2019-07-16 08:54:25 +02:00
Chaosus
cfcc9ee9c1
Allows to use non-constants in the local shader array initializer
2019-07-16 08:04:49 +03:00
Chaosus
9379cbc774
Added local array initializer
2019-07-16 07:13:37 +03:00
Saracen
47c558b98a
Expose audio callbacks as signals.
2019-07-16 04:10:26 +01:00
Saracen
c81ec6f26d
Exposes capture methods to AudioServer, variable renames for consistency,
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added documentation.
2019-07-15 15:12:29 +01:00
Chaosus
c37379456f
Implemented local shader arrays
2019-07-15 15:57:39 +03:00
Chaosus
e7f5640632
Added missed "textureProjLod" shader built-in overload for 3D textures
2019-07-15 09:59:11 +03:00
Hugo Locurcio
9387114ce1
Tweak audio cutoff property hints to allow reasonable values only
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This also makes all cutoff property hints consistent.
This closes #29588 .
2019-07-12 22:44:17 +02:00
hbina085
26c0609656
Make the default return value on crash explicit
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Noticed that the error condition will return a NULL instead of something more explicit like "false".
Should make the code more readable at a glance.
2019-07-11 23:06:58 -04:00
Chaosus
a2b2da2454
Removed invalid mix shader overloads
2019-07-11 17:16:26 +03:00
Rémi Verschelde
34d7484039
Merge pull request #30455 from qarmin/const_reference
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Pass by reference to const
2019-07-10 15:43:15 +02:00
qarmin
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
Chaosus
4083d0c784
Fix "not" shader function return type
2019-07-09 15:55:00 +03:00
Rémi Verschelde
af80182016
Merge pull request #30407 from qarmin/small_fixess
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Fixes minor issues found by static analyzer
2019-07-08 08:16:50 +02:00
qarmin
9a77d748c0
Fixes minor issues found by static analyzer
2019-07-07 23:08:51 +02:00
Ibrahn Sahir
4e4697b1c4
Added release function to PoolVector::Access.
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For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
geequlim
253cd73f1d
Fix code completion for shader editor
2019-07-06 12:03:17 +08:00
qarmin
a4ae7131c3
Fix ARVRServer crash at exit
2019-07-05 21:14:43 +02:00
Rémi Verschelde
916c5c1e4b
Merge pull request #30318 from bojidar-bg/28501-ysort-modulate
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Ensure that nested YSort preserves intermediate modulate values
2019-07-05 09:41:11 +02:00
Bojidar Marinov
c3495ef652
Ensure that nested YSort preserves intermediate modulate values
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Fixes #28501
2019-07-04 17:57:47 +03:00
Bojidar Marinov
f7dad789e9
Fix various memory leaks and errors
2019-07-02 17:23:54 +03:00
Rémi Verschelde
d40dbd6d11
Merge pull request #29951 from raphael10241024/add_physics_2d_optimize
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add 2d physic optimization similar to 3d physics
2019-07-01 17:08:05 +02:00
Rémi Verschelde
6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
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Fix some editor crashes
2019-07-01 14:59:29 +02:00
Rémi Verschelde
380bf04566
Merge pull request #29413 from YeldhamDev/global_rate_scale
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Add 'global_rate_scale' to the AudioServer
2019-07-01 13:53:04 +02:00
Furkan Türkal
7d8d337b2c
fix some crashes
2019-07-01 14:28:29 +03:00
Rémi Verschelde
538c8eec15
Merge pull request #30117 from santouits/mt-pools
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Free server id pools directly on closing
2019-06-27 15:15:15 +02:00
santouits
7aa4622222
Free server id pools directly.
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When closing the game, we flush the command queue but after we are pushing the freeing calls of the id pool to the
command queue and they are never being run. Now we free them directly.
2019-06-27 03:25:36 +03:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
yakun.zhang
434fd71d2a
add 2d physic optimization simlilar to 3d physics
2019-06-21 19:33:01 +08:00
Rémi Verschelde
5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
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Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin
072e40368e
Fix always true/false values
2019-06-20 16:59:48 +02:00
Rémi Verschelde
cf76b713cb
Merge pull request #24487 from Meirinha/master
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Added UV and UV2 to shader function light() built-in, fixes issue #24120
2019-06-20 12:46:54 +02:00
Rémi Verschelde
5a29be31b3
Merge pull request #27188 from samH-FIT/MacroUpdate
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Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
2019-06-19 22:59:49 +02:00
Rémi Verschelde
922a4f5413
Merge pull request #29901 from BastiaanOlij/fix_cameraserver_const
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Made constants fully upper case in camera server
2019-06-19 20:20:47 +02:00
Michael Alexsander Silva Dias
1c2ba35074
Add 'global_rate_scale' to the AudioServer
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Closes #28953 .
2019-06-19 11:36:46 -03:00
JohnJLight
38d3bfe971
Made use of semicolons more consitent, fixed formatting
2019-06-19 15:24:31 +02:00
Rémi Verschelde
30cbe28677
Merge pull request #27310 from KoBeWi/angular_dank
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Make angular_damp of new Area nodes match the global default
2019-06-19 15:00:44 +02:00
Bastiaan Olij
4ebedb5f11
Made constants fully upper case in camera server
2019-06-19 22:24:54 +10:00
Rémi Verschelde
0eb8484c8a
Merge pull request #29037 from mdahlgrengadd/master
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Make FFT size and oversampling adjustable in smbPitchShifter, add windowing to smbFFT
2019-06-19 12:31:09 +02:00
Rémi Verschelde
24ee8c3566
Add script to fix style issues and copyright headers
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This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
2019-06-17 13:35:47 +02:00
Rémi Verschelde
6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
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Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio
786a7341a7
Add an option to disable boot splash filtering
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Disabling filtering is usually desired in projects using a pixel art style.
This closes #19415 .
2019-06-15 23:53:39 +02:00
BastiaanOlij
02ea99129e
Adding a new Camera Server implementation to Godot.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00