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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
2018-07-24Removed unnecessary assignmentsWilson E. Alvarez
2018-07-17Revert "Fix #19507 Not emitted particles affects performance"Max Hilbrunner
2018-07-17Merge pull request #19764 from malbach/godot_malbachMax Hilbrunner
Fix #19507 Not emitted particles affects performance
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky
2018-07-10Fix dummy renderer for CPU particlesLeon Krause
2018-07-03Fix server build after 7fc23675Rémi Verschelde
2018-06-25Fix #19507 Not emitted particles affects performancemalbach
2018-06-05Rasterizers are now in sync with engineGustav Lund
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed
2018-05-15Merge pull request #18798 from jfaust/bugfix/scene-import-on-server-platformRémi Verschelde
Fix two issues preventing model import from working properly when platform=server
2018-05-15Merge pull request #18680 from Gamblify/DummyTextureLoaderRémi Verschelde
Dummy texture importer
2018-05-11Fix scene import when platform=serverJosh Faust
Adds code in RasterizerStorageDummy to store off mesh surface information, rather than just throwing it away. Without this, all surface arrays were just defaulting to empty when the packed scene was written.
2018-05-10Implement missing methods in dummy rasterizerFabio Alessandrelli
2018-05-09Dummy texture importerGustav Lund
Added a dummy importer for textures to use with the server platform. Allows for running a project in headless mode without crashing when loading scenes containing textured objects Also as a result decreases load time as no image files have to be loaded.
2018-02-25Add missing return statements (iOS and server).bruvzg
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-15Create and return LightmapCapture.K. S. Ernest (iFire) Lee
2018-02-15Add dummy audio driver, fix dummy rasterizerK. S. Ernest (iFire) Lee
2018-02-15Fixes to OS_Server and DummyRasterizer to match new signaturesFabio Alessandrelli
2018-02-15Add dummy Texture handlingFabio Alessandrelli
2018-02-15Add dummy resterizer driverFabio Alessandrelli