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2019-09-14Implement shader array support for varyingsChaosus
2019-08-29Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2Rémi Verschelde
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-28Fix skip_vertex_transform bug in GLES2 CPUParticlesclayjohn
2019-08-26Merge pull request #31556 from Chaosus/gles2_inverseRémi Verschelde
Implemented inverse shader function to GLES2
2019-08-25Fix hint range step for integer in shadersYuri Roubinski
2019-08-23Implements switch to shadersYuri Roubinski
2019-08-22Implemented inverse shader function to GLES2Yuri Roubinski
2019-08-19Merge pull request #31473 from Chaosus/shader_bugRémi Verschelde
Fix ternary operator shader compiler expression
2019-08-19Fix ternary operator shader compiler expressionYuri Roubinski
2019-08-18check if skeleton texture is already allocated before reallocatingclayjohn
2019-08-17Replace '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?)
2019-08-13Implemented do/while loops for shadersYuri Roubinski
2019-08-12Merge pull request #31271 from raphael10241024/gles2_shaderRémi Verschelde
Fix GLES2 canvas shader uniform error
2019-08-10check for unsigned_short support for gles2 depth buffer allocationclayjohn
2019-08-10fix gles2 canvas shader uniform error,close #31201RaphaelHunter
2019-08-08Merge pull request #30714 from Calinou/invert-default-fog-heightRémi Verschelde
Invert and adjust the default fog height values
2019-08-07Invert and adjust the default fog height valuesHugo Locurcio
This makes height fog appear at the bottom of the scene (instead of the top), which is generally the expected result. This also tweaks the fog height setting hint to be more flexible. This closes #30709.
2019-08-07Merge pull request #31099 from Chaosus/shader_local_constRémi Verschelde
Implemented local shader constants
2019-08-05Merge pull request #30987 from clayjohn/GLES2-light-negativeRémi Verschelde
Implement negative for OmniLights and SpotLights in GLES2
2019-08-05Implemented local shader constantsYuri Roubinski
2019-08-05Merge pull request #31053 from aaronfranke/vector2i-cleanupRémi Verschelde
Some minor Vector2i usage cleanup
2019-08-03Fix GLES2 renderingYuri Roubinski
2019-08-03Some Vector2i usage cleanupAaron Franke
Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes.
2019-07-31Expose several GLES3 built-ins to GLES2 Chaosus
2019-07-30allow omnilights and spotlights to use negative in GLES2clayjohn
2019-07-29Merge pull request #30895 from clayjohn/gles2-shader-funcsRémi Verschelde
Added round function to gles2
2019-07-29added round function to gles2clayjohn
2019-07-28update algorithm about paking float to vec4 to fix shadow shift and change ↵RaphaelHunter
rgba_shdow options
2019-07-21fix gles2 shadow transparency bugclayjohn
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-17Merge pull request #30570 from SonerSound/gles2_inconsistent_fixRémi Verschelde
Fix inconsistent lighting in GLES2
2019-07-16Added local array initializerChaosus
2019-07-15Implemented local shader arraysChaosus
2019-07-14Fix inconsistent lighting in GLES2SonerSound
Issue was possibily being caused by duplicating a light even when that light was not in the render_light_instances array.
2019-07-12Implement CanvasItem line antialiasing in GLES2Hugo 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.
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-07-05Prevent GLES2 bool uniforms from having a precision type set.Marcus Brummer
When setting the default precision type for uniforms (before compiling the shader) prevent boolean uniforms from having one set. Booleans can't have a precision type and on some Android devices this caused a compilation failure. Fixes #30317
2019-07-01Merge pull request #29909 from clayjohn/gles2-light-scaleRémi Verschelde
Scale vertex lit lights by environment scale
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-19scale vertex lit lights by envorionment scaleclayjohn
2019-06-19Made constants fully upper case in camera serverBastiaan Olij
2019-06-18Merge pull request #29751 from lawnjelly/skin-fixRémi Verschelde
Fixes crash with rigged meshes on some OpenGLES2 devices
2019-06-18Fixes crash with rigged meshes on some OpenGLES2 deviceslawnjelly
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view. This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required. Fixes #28298
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.
2019-06-14Fix HTML5 build failed due to undefined symbolFabio Alessandrelli