Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-08 | RasterizerCanvas: Use getornull to fetch light occluder polygon | Rémi Verschelde | |
Fixes #21286 when the occluder is not fully configured. | |||
2020-01-03 | Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix | Rémi Verschelde | |
Fixed antialiasing option for Polygon2D with concave/hollow shapes | |||
2020-01-01 | Fixed antialiasing option for Polygon2D | PouleyKetchoupp | |
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568 | |||
2020-01-01 | Update copyright statements to 2020 | Rémi 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. | |||
2019-12-11 | Flip cull mode when rendering flipped Light2D and LightOccluder2D | Bojidar Marinov | |
Fixes #32993 | |||
2019-11-28 | Fixed antialiased option for Polygon2D / Line2D | PouleyKetchoupp | |
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 | |||
2019-11-20 | Merge pull request #33583 from qarmin/fix_overflows_unitialized | Rémi Verschelde | |
Fix some overflows and unitialized variables | |||
2019-11-20 | Fix some overflows and unitialized variables | Rafał Mikrut | |
2019-11-11 | Improve glBufferSubData usage where safe | clayjohn | |
2019-11-07 | Partial revert of #32657, undoing line shifting by 0.5 | Rémi Verschelde | |
As discussed in #32657, this can't be done here as lines can be used with a canvas scale, and this breaks them. A suggestion is to do the pixel shifting at matrix level instead. Fixes #33393. Fixes #33421. | |||
2019-10-26 | Merge pull request #32657 from ptrojahn/lines | Rémi Verschelde | |
Fix draw_rect | |||
2019-10-11 | Fix draw_rect | Paul Trojahn | |
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279 | |||
2019-09-17 | GLES2 Fixes for ninepatch margins when patch size is smaller than the patch ↵ | Valentin Zagura | |
texture resolution.. Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution. | |||
2019-08-17 | Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/' | Braden Bodily | |
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?) | |||
2019-08-10 | fix gles2 canvas shader uniform error,close #31201 | RaphaelHunter | |
2019-07-12 | Implement CanvasItem line antialiasing in GLES2 | Hugo Locurcio | |
This is a straight copy-paste of the code from `drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the same restrictions as the GLES3 implementation: it only works on desktop platforms as they use OpenGL instead of OpenGL ES. | |||
2019-06-03 | added MultiMeshInstance2D node for using MultiMesh in 2D | clayjohn | |
2019-05-13 | Implement ability to render viewports directly to screen | clayjohn | |
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde | |
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes). | |||
2019-04-02 | Enable warnings=extra on clang and GCC testers. | marxin | |
And remove 2 warnings from warnings=extra. | |||
2019-03-03 | Properly redraw if something animated is visible | Juan Linietsky | |
2019-03-01 | Fix non initialized variable. | Juan Linietsky | |
2019-02-27 | Fix -Wsign-compare warnings. | marxin | |
I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type. | |||
2019-02-25 | Several fixes to make GLES2 on HTML5 work much better. | Juan Linietsky | |
Changed math class error reporting to be a bit less paranoid. | |||
2019-02-24 | Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵ | Juan Linietsky | |
#25897 and many others | |||
2019-02-22 | -Support DEPTH_TEXTURE in GLES2, fixes #25106 | Juan Linietsky | |
-Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists. | |||
2019-02-21 | Make alpha 1.0 when using texscreen, fixes #25850 | Juan Linietsky | |
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-02-12 | Fix infinite recursion in GLES2 _copy_texscreen | Rémi Verschelde | |
Bug introduced in 9430e68cf3013aaa0673a4dfff844324a9c1274a, likely a typo. | |||
2019-02-12 | Support SCREEN_TEXTURE in GLES2, fixes #25405 | Juan Linietsky | |
2019-02-12 | Use UVs with the nvidia rendering hack, fixes #24563 | Juan Linietsky | |
2019-02-12 | Missing canvas end left mask turned on, fixes #25666 | Juan Linietsky | |
2019-01-27 | Use transparent framebuffer only when set to transparent, closes #21827 | Juan Linietsky | |
2019-01-24 | Makes screen texture work in GLES2 (2D for now), fixes #23604 | Juan Linietsky | |
2019-01-18 | Use 16 bit indices on phones that dont support 32, fixes #19797 | Juan Linietsky | |
2019-01-17 | Fixes to 2D lights, closes #24750 | Juan Linietsky | |
2019-01-16 | Ensure texture hints are obeyed, fixes #24875 | Juan Linietsky | |
2019-01-15 | GLES2: Fix typo in project setting | Rémi Verschelde | |
It used a different name than the equivalent GLES3 parameter. | |||
2019-01-14 | Implement black margins in GLES2, which was missing, fixes #24556 | Juan Linietsky | |
2019-01-14 | GLES2: Make Nvidia flicker workaround opt-in | Rémi Verschelde | |
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466. | |||
2019-01-14 | Was not properly re-setting light uniforms, fixes #24976 | Juan Linietsky | |
2019-01-14 | Do not use the workaround for desktop nvidia on mobile and html5. | Juan Linietsky | |
2019-01-06 | Change blend equation for canvasitems | Daeil Kim | |
2019-01-02 | Fix negative size rectangle drawing | Marcin Zawiejski | |
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left). | |||
2019-01-01 | Merge pull request #24687 from DavidSichma/draw-rect-rot | Rémi Verschelde | |
fix draw_rect rotation | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-31 | fix draw_rect rotation | David Sichma | |
2018-12-30 | Change unshaded logic to match with GLES3 | Daeil Kim | |
2018-12-27 | -Implented 2D Mesh support for GLES2 | Juan Linietsky | |
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839 | |||
2018-12-20 | Remove usage of VAO, which does not work in GLES2 | Juan Linietsky | |