Commit Graph

213 Commits

Author SHA1 Message Date
4eff13d768 doc: Markup fixes for enums and constants 2019-12-06 23:09:20 +01:00
99b81aa1b9 Merge pull request #34039 from Eoin-ONeill-Yokai/multimeshfix
Added Missing Binding for `multimesh_create` to VisualServer
2019-12-05 06:49:43 +01:00
f7f7544997 Added method binding for multimesh_create that was missing from VisualServer class. 2019-12-04 16:00:18 -08:00
e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
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
4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
530665197f Fixed Particles restart after visibility has been set to off and on again
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
9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
4f294b958f doc: Sync classref with current source
Fix a few missing bindings or unspecified argument names and default values.
2019-09-24 11:52:06 +02:00
5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
aab8da25ad Fix some code found by Coverity Scan and PVS Studio 2019-07-23 09:14:31 +02:00
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
6ba1b4e371 Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
786a7341a7 Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
02ea99129e Adding a new Camera Server implementation to Godot.
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
65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
dd2cd06165 Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
5d33f241f0 Merge pull request #26064 from JFonS/add_frustum_camera_mode
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-23 06:20:13 +03:00
ff318d91ee Fix bone aabb calculation, which caused a skeletal mesh culling issue
There was a bug that could result in most bone aabb boxes ending up with
tiny size upon import and mess up with culling of skeletal meshes. This
fixes it.
2019-03-14 00:35:53 -04:00
f669ebeeaf -Properly handle missing ETC support on export
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
54b95b6c5a Add FRUSTUM camera mode, allowing tilted frustums
This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.

This work was kindly sponsored by IMVU.
2019-02-19 17:48:08 +01:00
a1157e8c5f Add "Apple" to the list of GPU vendors where depth prepass is disabled. 2019-01-25 11:48:28 -03:00
a15620c83e doc: Fix wrong references found by Sphinx and new makerst.py 2019-01-07 12:15:01 +01:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
2e39e38c10 doc: Sync classref with current source
Fix various code formatting issues and argument names.
2018-12-27 11:10:18 +01:00
f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
8fda8769d1 doc: Sync classref with current source 2018-12-04 21:57:07 +01:00
634aa4fc24 Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281 2018-11-19 10:43:29 -03:00
55f5f4757e Merge pull request #23248 from dlasalle/fog
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00
3bc7dfc856 Merge pull request #23254 from ibrahn/gles2-var-init-cleanup
Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-12 20:47:19 +01:00
85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
352b3c9c93 Cleaning up some uninitialised variables in GLES2 stuff.
Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).

Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.

Added assignments for state.current_main_tex based on same in GLES3.
2018-11-02 14:09:32 +00:00
cf8976de41 Fix canvas stacking not deterministic on same layer
Fixes #22687.
2018-10-30 21:53:00 +01:00
e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
8c9c1d6882 Merge pull request #21436 from CptPotato/tonemap-fixes
tonemapping fixes
2018-10-02 15:42:15 +02:00
65fd37c149 -Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00
3cedec5f75 Set uniform default values in inspector 2018-09-13 23:05:33 +02:00
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
5cd00c3780 fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias 2018-08-27 10:08:38 +02:00
35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
76adef2704 Fix arg name in docs, some copy-paste errors 2018-08-21 01:51:19 +07:00
b4d3f541e7 add 3D textures 2018-07-30 12:20:27 +02:00
6a5aec3644 Rename flag to better name 2018-07-27 08:59:18 -03:00
391e46830f doc: Sync classref with current source
Fix various missing arguments in bindings.
2018-07-26 11:56:21 +02:00
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
237148e80f Merge pull request #18368 from Gamblify/RasterizerEngineSync
sync rasterizers with engine
2018-07-25 20:33:37 +02:00
a22e746bc3 Removed unnecessary assignments 2018-07-24 09:51:03 +02:00
dc976cac57 Merge pull request #12678 from AndreaCatania/soft
Soft body
2018-07-23 16:04:32 -03:00