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2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-21Working sky shader implementationclayjohn
2020-03-19Add shader based background modeBastiaan Olij
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-08Restore dummy rasterizerFabio Alessandrelli
Not all functionalities are back, but it compiles and runs minimal project.
2020-02-28Removed interactive loader, added proper thread loading.Juan Linietsky
2020-02-20Remove unused driver/dummy/audio_driver_dummy.hTwarit
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky
Still a lot to do
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11Initial work on Vulkan:Juan Linietsky
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)
2020-01-06Add VisualServer methods to get the video adapter name and vendorHugo Locurcio
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-09-25Added some obvious errors explanationsqarmin
2019-06-18Unexpose subclasses of ResourceFormatLoader and -SaverRémi Verschelde
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden to add support for different formats in ResourceLoader and ResourceSaver. Those should be exposed as they can be overridden in plugins. On the other hand, all predefined subclasses of those two base classes are only meant to register support for new file and resource types, but should not and cannot be used directly from script, so they should not be exposed. Also unexposed ResourceImporterOGGVorbis (and thus its base class ResourceImporter) which are editor-only.
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
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.
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-23Disable GI probe capturing lights with bake mode disabledDaniel Rakos
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.
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-01-27Properly get proxy texture size for canvas light, fixes #17067Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-16Merge pull request #24366 from BastiaanOlij/adjust_sky_orientationRémi Verschelde
Adding option to re-orient our sky
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-12-15Added basic support for custom resource savers and loadersMarc Gilleron
2018-11-28Added luminance capping to avoid glitches on small dots. closes #17996Juan Linietsky
2018-11-19Do not draw particles if they are not processing at all, fixes #19507Juan Linietsky
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-14Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617Juan Linietsky
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-10-02Moving lens distortion shader into drivers and adding GLES2 supportBastiaan Olij
2018-09-28-Lightmap and lightmap capture support for GLES2Juan Linietsky
-Added hint to not show some properties when running on low end gfx
2018-09-28Reflection probe support in GLES2 back-end.Juan Linietsky
2018-09-13Set uniform default values in inspectorJFonS
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-08-26Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
2018-07-30add 3D texturesThomas Herzog
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
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.
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine