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
Gustav Lund
35eb7f2d6a
Rasterizers are now in sync with engine
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The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Bastiaan Olij
6c649bd785
Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixes
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Fixed generating radiance texture when using viewport texture for sky
2018-05-27 19:53:10 +10:00
Max Hilbrunner
98dd2b3c79
Merge pull request #18884 from bojidar-bg/17698-screentex-bug
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Fix a corner-case bug in _copy_texscreen in the gles3 renderer
2018-05-26 18:20:15 +02:00
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
Bojidar Marinov
ee52d12921
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
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Fixes #17698
2018-05-15 14:35:46 +03:00
Hein-Pieter van Braam
e668757aa9
Merge pull request #14622 from bruvzg/non-rectangular-windows
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Experimental support for windows with per-pixel transparency.
2018-05-08 16:44:35 +02:00
Juan Linietsky
3051bb8a81
Merge pull request #17845 from JFonS/disable_spatial_shadows
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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
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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
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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
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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
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
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Particles: fix corrupted scene when saved after convert
2018-05-03 21:24:03 +02:00
Marc Gilleron
c755cced83
Added partial texture update to VisualServer
2018-04-29 03:09:49 +02:00
Crazy-P
e6deba8d19
Fixes logically dead code (Coverity)
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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
Pieter-Jan Briers
25ba49fd88
Fixes canvas light shaders.
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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
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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
Juan Linietsky
b88a16c7ac
Merge pull request #16503 from Chaosus/particlesfix
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Fix invalid particle movement when time_scale is zero
2018-04-08 18:15:32 -03:00
bruvzg
ddae098dee
Experimental support for windows with per-pixel transparency (macOS, X11 and Windows).
2018-04-07 17:11:45 +03:00
JFonS
9c307d4b6c
Added flag on SpatialMaterial to disable shadows
2018-03-29 18:46:42 +02:00
Ben Hickling
314a419511
multiply blend mode fix for spatial materials
2018-03-26 14:23:43 +01:00
Hein-Pieter van Braam
bb331d85b8
Merge pull request #17130 from nical/issue-17050
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Fix polyline rendering when width <= 1.
2018-03-16 00:04:07 +01:00
Wilson E. Alvarez
e9ac87390c
Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3
2018-03-13 00:22:08 -04:00
bruvzg
e256f9d4e5
Add GL_ARB_framebuffer_object extension support check and GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings).
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Add GL_ARB_debug_output extension support check on all platforms.
2018-03-05 20:49:47 +02:00
Nicolas Silva
20cab06f9a
Use GL_LINE_STRIP instead of GL_LINES when drawing polylines.
2018-02-28 23:00:13 -05:00
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
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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
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
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using TIME in light shader enables uses_fragment_time
2018-02-20 11:19:14 +01:00
Bojidar Marinov
ea57a19b34
Fix a rendering bug with screen_texture
2018-02-19 22:07:38 +02:00
Rémi Verschelde
3ab72da645
Merge pull request #15710 from AndreaCatania/p1
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Fixed sky reflection rendering when transparent BG
2018-02-14 16:29:08 +01:00
Chaosus
e1c2bde0ec
Fix invalid particle movement when time_scale is zero
2018-02-14 16:44:59 +03:00
karroffel
bb655856e2
using TIME in light shader enables uses_fragment_time
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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
Rémi Verschelde
9f479f096c
Fix typos in code and docs with codespell
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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
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Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13 01:42:52 +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
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
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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
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Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10 12:46:52 +01:00
AlmightyScientist
4820910648
Shader Language: Fixes EXTRA_MATRIX undefined.
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Fixes #15453 .
2018-01-10 12:37:28 +01:00
volzhs
b6cff1ba69
Fix stretch aspect keep mode
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Fix #15407
Fix #15514
2018-01-10 10:49:26 +09:00
volzhs
1c806abdaa
Fix shader compile error on Android
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**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
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
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
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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
firefly2442
f066991aa7
found via cppcheck:
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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
72d3c474b0
Merge pull request #15170 from ibrahn/fix-particle-leak
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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
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fixes #15151
2018-01-03 15:52:47 +00:00
Rémi Verschelde
6d812ad27f
Merge pull request #15051 from binbitten/bug-fixes
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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
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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
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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
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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.
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- 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
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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
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@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
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Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-16 08:59:27 -03:00
Arnaud PEZEL
6f114c50a7
Fixes built-In "LIGHT" causing fragment compilation error
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Add a rename for shader LIGHT built-in, Fix bug #14537
2017-12-14 14:58:13 +01:00
Juan Linietsky
f3ad14224e
-Add lightmapper
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-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
Przemyslaw Czarnota
08c8d46593
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-13 07:45:24 +01:00
Rémi Verschelde
663f7e6a61
Fix usage of signed type in skeleton shader
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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
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This lets the empty "Global" category disappear again.
Also silence a debug print.
2017-12-10 00:18:10 +01:00