fd07a283e5
Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-late
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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.
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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
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...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
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- 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
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"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
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-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
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[ci skip]
2017-09-13 09:13:34 +02:00
aabbd00284
Merge pull request #10908 from hpvb/fix-unused-variables
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Fix unused variable warnings
2017-09-12 12:55:53 +02:00
2b50dc5d4f
Merge pull request #11057 from hpvb/fix-various-warnings
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Fix various assorted warnings
2017-09-12 11:39:47 +02:00
b2a38854fd
Fix unused variable warnings
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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
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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
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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
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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
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Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
5a69a663c7
Merge pull request #10864 from Noshyaar/pr-beginning
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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
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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
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Using @akien-mga's patch
2017-08-29 14:32:01 +03:00
9450179ff0
Disable antialiasing for CanvasItem triangle arrays
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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
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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
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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
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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
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-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