Commit Graph

318 Commits

Author SHA1 Message Date
fd07a283e5 Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-late
Fix viewport margins drawn after swapping buffers
2017-10-30 19:47:02 -03:00
793da07a4d Fix viewport margins drawn after swapping buffers 2017-10-30 21:20:12 +01:00
83f5d7e40a Refactor bufer to buffer 2017-10-28 19:15:51 +07:00
abea816e54 Revert "Rename Schlick GGX to GGX." 2017-10-23 07:42:36 +02:00
b4f0f59d9f Many fixes to SSAO, should be good now. 2017-10-22 13:52:48 -03:00
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
6361e24f29 Cleanup unnecessary debug prints 2017-10-21 20:41:07 +02:00
d67e77e837 Fixed viewport transparent bg when clear mode is enabled. 2017-10-21 02:06:10 -05:00
7764640f22 Fix crash in shader parsing
...that would happen if incorrect syntax was found just after an opening square bracket.

Fixes #12046.
2017-10-16 21:55:42 +02:00
4501a30ce9 Fix GIProbe light visibility
- Fix https://github.com/godotengine/godot/issues/10535
2017-10-04 19:13:07 +09:00
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
4f39ce32b9 Fixes to light shaders, should work now.. 2017-09-27 21:45:47 -03:00
d0c42da961 Discarding now works in shaders
"discard" has been added to the list of recognised keywords.

A flag specifing when discarding is allowed is now set correctly.
2017-09-24 01:37:53 -06:00
81c9cfdc1b Added light affect parameter to baked AO 2017-09-23 23:10:34 -03:00
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
a6c3147c0a Add inversesqrt to shader language. 2017-09-21 21:02:08 -04:00
bf371dcb32 Added proximity and distance fade to SpatialMaterial 2017-09-21 15:20:28 -03:00
e73e00d369 Style: Apply clang-format to @reduz's changes
[ci skip]
2017-09-13 09:13:34 +02:00
aabbd00284 Merge pull request #10908 from hpvb/fix-unused-variables
Fix unused variable warnings
2017-09-12 12:55:53 +02:00
2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
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
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
5e18967d77 Fix serveral recent new clang-format errors 2017-09-08 00:20:16 +02:00
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
7eb8760477 Added support for for, break and continue. Closes #10560, closes #10661 2017-09-05 15:25:34 -03:00
281fb4e4fb Added transmission shader parameter. 2017-09-03 10:30:37 -03:00
459f526119 Fix typos 'a' and 'an' 2017-09-02 21:19:06 +07:00
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
dac150108a Merge pull request #10846 from hpvb/fix-sign-compare
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
5a69a663c7 Merge pull request #10864 from Noshyaar/pr-beginning
Fix typo 'begining' to 'beginning'

[ci skip]
2017-09-01 21:29:40 +02:00
8f30c52a37 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 2017-09-01 13:01:08 -03:00
69ccae3d99 Fix typo 'begining' to 'beginning' 2017-09-01 22:54:57 +07:00
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
6dd6e05662 Revert "Fix shader function calls being assignable" 2017-08-31 14:19:27 +02:00
089cf8176e removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677 2017-08-29 10:15:49 -03:00
839083789a Fix #10723, a regression from 7a07895
Using @akien-mga's patch
2017-08-29 14:32:01 +03:00
9450179ff0 Disable antialiasing for CanvasItem triangle arrays
Fixes #10461 and supersedes #10645 as suggested by @bruvzg.
2017-08-28 23:37:42 +02:00
456bee46de Merge pull request #10676 from hpvb/speedup-_render_canvas_item_tree
Use memset to zero z_list
2017-08-28 23:08:50 +02:00
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
27c142a57b Use memset to zero z_list
Using gprof I found the engine spending 10 - 20% of time in the
_render_canvas_item_tree function. The function profiles as using
about 0.09ms. Swapping the loop with two memset() calls reduces
the time spent in this function a lot, and the time per call to
about 0.02ms.

Likewise the render_canvas function was using ~10% of time, replacing
the loop there dropped per-call time from 0.22ms to 0.18ms.
2017-08-27 13:48:07 +02:00
9c71da00aa Merge pull request #10590 from MasonAsh/fix-10589
Fix shader function calls being assignable
2017-08-27 02:11:46 +02:00
7a07895920 Added/Fixed null pointer checks 2017-08-26 16:58:47 -04:00
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
3757cec8f3 Fix shader function calls being assignable 2017-08-23 14:55:03 -04:00
834112772b property validate assignment condition in new variables, fixes #9411 2017-08-20 16:15:46 -03:00
7e5890d23d -Fix all shadow and culling related issues, fixes #9330 2017-08-19 20:07:21 -03:00
588ffbc08a Fixed wrong usage of has_no_area function, closes #10434 2017-08-19 14:54:04 -03:00
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
72be8876ea Properly manage drawing of primitives when they lack an area, fixes #8930 2017-08-18 15:12:48 -03:00