Age | Commit message (Collapse) | Author |
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
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Fixes #21286 when the occluder is not fully configured.
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
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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
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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.
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Fixes #32993
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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
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Fix some overflows and unitialized variables
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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.
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Fix draw_rect
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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
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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.
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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?)
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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.
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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).
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And remove 2 warnings from warnings=extra.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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Changed math class error reporting to be a bit less paranoid.
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#25897 and many others
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-Fix use of transparent framebuffers in GLES2
-Fix use of ambient color clearing in GLES2 when no environment exists.
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Fixes #25316.
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Bug introduced in 9430e68cf3013aaa0673a4dfff844324a9c1274a,
likely a typo.
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It used a different name than the equivalent GLES3 parameter.
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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.
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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).
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fix draw_rect rotation
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Happy new year to the wonderful Godot community!
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