Age | Commit message (Collapse) | Author |
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Also cleanup after 01a3dd3.
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#25897 and many others
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We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
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Fix canvas light shaders on GLES2
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#22962.
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supported, fixes #22957
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According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
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Happy new year to the wonderful Godot community!
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-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
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Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.
Fixes #24521.
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workaround problem in #9913
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After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.
Fixes #23179.
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As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
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This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356.
The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
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Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
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This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
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support in Sprite so far.
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
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read depth
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
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Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
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Editing 2D shaders with visual editor seems to work now.
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