Commit Graph

382 Commits

Author SHA1 Message Date
Rémi Verschelde aebe55210a
Merge pull request #17532 from BastiaanOlij/arvr_enhancements
A few enhancements on the ARVR Server
2018-03-23 10:15:15 +01:00
robfram 8eedb2afe2 Fix crash in `canvas_item_add_polyline` when passing more points than colors
When `p_points.size() > p_colors.size()`, it crashed with invalid
array access to `p_colors`. Also, when `p_colors` was an empty
`Vector` it crashed due a missing `else` checking the `size`
condition, as the code handling that special case exists.

This PR fixes the missing `else` for `p_colors.size == 0` and,
following the `canvas_item_add_multiline` spirit, it only uses the
first color for the whole polyline if points and colors differ in
size.

Fix #17621.
2018-03-19 19:22:38 +01:00
Hein-Pieter van Braam 009b0bab49
Merge pull request #17248 from Cygon/implement-extra-culling-margin
Apply culling margin (fixes issue #16115)
2018-03-15 23:45:59 +01:00
JFonS 479f531635 Hinted shader uniforms can have a default value 2018-03-15 15:23:40 +01:00
Bastiaan Olij 5356423377 A few fixes on the ARVR Server 2018-03-15 23:31:02 +11:00
Rémi Verschelde 27a3447790
Merge pull request #17402 from Chaosus/fixmix
Fix invalid mix function overload
2018-03-13 08:43:07 +01:00
Wilson E. Alvarez e9ac87390c Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3 2018-03-13 00:22:08 -04:00
Chaosus 97bef8d908 Fix invalid mix function overload 2018-03-10 12:56:43 +03:00
Saracen b095e21d91 Make the shader token names consistent. 2018-03-07 23:56:47 +00:00
Markus Ewald fc166f3ee1 Implement VisualServerScene::instance_set_extra_visibility_margin() method to actually apply extra culling margin and mark instance AABB dirty 2018-03-04 14:20:59 +01:00
Chaosus c6b6af7bb5 Fix floatBitsToUint function 2018-03-03 16:22:36 +03:00
Juan Linietsky 7cd867c3fe 2D Skeletons WORK IN PROGRESS 2018-02-21 17:24:00 -03:00
Juan Linietsky 9e3a1e5401 Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. 2018-02-21 09:39:09 -03:00
Juan Linietsky 4c56edfb83
Revert "Handle single-argument constructors in uniform default values" 2018-02-20 07:28:22 -03:00
Rémi Verschelde 05a8675f82
Merge pull request #15985 from Nallebeorn/uniforms-single-argument-constructors
Handle single-argument constructors in uniform default values
2018-02-20 11:26:26 +01:00
Chaosus 8f04a13c98 Added missing shader functions 2018-02-18 18:08:18 +03:00
Paolo Perkovic 08d4bfacaf Fix inconsistencies and typos in argument names 2018-02-01 16:47:20 +01:00
Benjamin 311e69aa1e Handle single-argument constructors in shaders.
Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash).
2018-01-22 22:32:35 +01:00
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 bccb4840c8 Fix wrong viewport transparent-bg 2018-01-18 19:11:07 +01:00
Juan Linietsky bfeaf27a3e Properly dispose of instance capture data, fixes #14795 2018-01-06 19:06:04 -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
Rémi Verschelde 0b07d453f7
Merge pull request #15251 from binbitten/fix-assign-vardecl
Fix premature declaration of shader variables created with assignment
2018-01-04 15:17:10 +01:00
Rémi Verschelde f9f6f250e6
Merge pull request #15191 from Jerome67000/z_renaming
renames "z" Node2D property to "z_index"
2018-01-04 00:41:45 +01:00
Razah e3c9a7ed4f Fix broken Info.plist after copyright update
Fixes #15293.
+ related misc fixes by @akien-mga.
2018-01-03 17:10:07 +01:00
Jerome67000 42ae3525a3 #15078 renamed "z" -> "z_index" property in Node2D 2018-01-03 13:02:26 +01:00
binbitten f141bafba3 Fix premature declaration of shader variables created with assignment 2018-01-03 07:23:04 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
binbitten 9b2283382e Fixed wrong highlighted line when erroring and using single-line comments, fixes #15167 2017-12-29 19:32:21 +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 2b31155baa Fix sidedness check in material. Also remove SIDE built-in. 2017-12-26 11:09:52 -03:00
MrCdK 1f609b7a82 Set particles emitting to false when particles finish emitting with one-shot enabled 2017-12-23 05:23:41 +01:00
Rémi Verschelde 8f25a2dc11 Cleanup some #if 0'd code 2017-12-17 15:40:24 +01:00
Enzo Nocera 8e2a1ffd6e Shader Language: Add in-for declared variables within for-block scope. 2017-12-17 01:43:59 +01:00
Juan Linietsky 652c98a7be Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.
Call needs to be routed via visual server to reach the proper thread.
2017-12-16 17:11:02 -03:00
Juan Linietsky e946fb8cb0 Made built-in identifiers properly constant in shaders. Fixes #14449, closes #14629 2017-12-15 18:24:30 -03:00
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
Przemyslaw Czarnota c3c1d119ec Fix #14429 GIProbe does not work with SpotLights 2017-12-09 20:57:28 +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 13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Juan Linietsky 0bc573635c Fixes to some thread safety situations to avoid GIProbe from freezing on save. Fixes #13338 2017-12-06 18:06:34 -03:00
Juan Linietsky 431dfc1458 Attempt to see if this can solve the problem with #13338 2017-12-06 16:41:19 -03:00
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
Scayze b0fb6b1380 Added interpolation modifiers to shaderlang 2017-11-27 16:47:46 +01:00
Rémi Verschelde 8dc89e787c
Merge pull request #13294 from RaXaR/master
Added overloads of vector parameters for shader Trig functions.
2017-11-27 00:58:14 +01:00
RaXaR b932d8c37a Added overloads of vector parameters for shader Trig functions.
Ammend: Removed whitespace from blank lines.
Ammend2: Removed extra spaces in an attempt to make Clang happy. :)
2017-11-27 01:18:45 +02:00
Juan Linietsky 22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
Onion skinning
2017-11-26 15:13:35 -03:00
Rémi Verschelde b0e556d1a7
Merge pull request #13289 from sketchyfun/3d_selection_fix
Fixed issue with 3D selections
2017-11-26 14:55:56 +01:00
Hugo Locurcio 541df26184
Tweak the default camera node settings
- Increase FOV to 70
- Put the Z-near plane at 0.05 meters
2017-11-25 23:48:30 +01:00