Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-07-29 | Merge pull request #30895 from clayjohn/gles2-shader-funcs | Rémi Verschelde | |
Added round function to gles2 | |||
2019-07-29 | added round function to gles2 | clayjohn | |
2019-07-28 | update algorithm about paking float to vec4 to fix shadow shift and change ↵ | RaphaelHunter | |
rgba_shdow options | |||
2019-07-21 | fix gles2 shadow transparency bug | clayjohn | |
2019-07-20 | Merge pull request #30576 from qarmin/lgtm_coverage | Rémi Verschelde | |
Changed some code reported by LGTM and Coverity | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-17 | Merge pull request #30570 from SonerSound/gles2_inconsistent_fix | Rémi Verschelde | |
Fix inconsistent lighting in GLES2 | |||
2019-07-16 | Added local array initializer | Chaosus | |
2019-07-15 | Implemented local shader arrays | Chaosus | |
2019-07-14 | Fix inconsistent lighting in GLES2 | SonerSound | |
Issue was possibily being caused by duplicating a light even when that light was not in the render_light_instances array. | |||
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. | |||
2019-07-06 | Added 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) | |||
2019-07-05 | Prevent 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 | |||
2019-07-01 | Merge pull request #29909 from clayjohn/gles2-light-scale | Rémi Verschelde | |
Scale vertex lit lights by environment scale | |||
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-20 | Merge pull request #29283 from qarmin/fix_some_always_same_values | Rémi Verschelde | |
Remove always true/false values | |||
2019-06-20 | Fix always true/false values | qarmin | |
2019-06-19 | scale vertex lit lights by envorionment scale | clayjohn | |
2019-06-19 | Made constants fully upper case in camera server | Bastiaan Olij | |
2019-06-18 | Merge pull request #29751 from lawnjelly/skin-fix | Rémi Verschelde | |
Fixes crash with rigged meshes on some OpenGLES2 devices | |||
2019-06-18 | Fixes crash with rigged meshes on some OpenGLES2 devices | lawnjelly | |
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 | |||
2019-06-16 | Merge pull request #29764 from Calinou/boot-splash-no-filter-option | Rémi Verschelde | |
Add an option to disable boot splash filtering | |||
2019-06-15 | Add an option to disable boot splash filtering | Hugo Locurcio | |
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415. | |||
2019-06-15 | Adding 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. | |||
2019-06-14 | Fix HTML5 build failed due to undefined symbol | Fabio Alessandrelli | |
2019-06-12 | Merge pull request #29316 from Chaosus/shader_const | Rémi Verschelde | |
Added constant support to shaders | |||
2019-06-12 | Merge pull request #29306 from qarmin/small_code_fixes | Rémi Verschelde | |
Small fixes to unrechable code, possibly overflows, using NULL pointers | |||
2019-06-11 | Add missing license headers | Rémi Verschelde | |
Make `fix_headers.py` script compatible with Python 3. | |||
2019-06-11 | Merge pull request #29496 from clayjohn/dlopen-fix-gles2 | Rémi Verschelde | |
Use def ANDROID_ENABLED so android features are not included in web builds | |||
2019-06-04 | use def ANDROID_ENABLED so android features are not included in javascript ↵ | clayjohn | |
builds | |||
2019-06-03 | Small fixes to unrechable code, possibly overflows, using NULL pointers | qarmin | |
2019-06-03 | added MultiMeshInstance2D node for using MultiMesh in 2D | clayjohn | |
2019-06-01 | Added constant support to shaders | Chaosus | |
Co-authored-by: DavidSichma <sichmada@gmail.com> | |||
2019-05-30 | Merge pull request #29236 from clayjohn/gles2-mirror | Rémi Verschelde | |
Separate culling state management from material state in GLES2 | |||
2019-05-29 | Fix -Werror=maybe-uninitialized in GLES2 on release builds | Rémi Verschelde | |
Issue introduced in #28796. | |||
2019-05-27 | separate culling state management from material | clayjohn | |
2019-05-27 | Merge pull request #29014 from mbrlabs/gles2_precision_fix | Rémi Verschelde | |
Use highp precision in the gles2 fragment shader if available | |||
2019-05-25 | Use highp precision for gles2 shader uniforms if not explicitly set. | Marcus Brummer | |
The use of different default precision values (highp in vertex; mediump in fragment) for uniform variables caused the shader program to not link properly on some android devices/emulators. | |||
2019-05-24 | Merge pull request #29132 from clayjohn/sort_depth_fix | Rémi Verschelde | |
Fix "no depth test" and render_priority sorting | |||
2019-05-24 | Merge pull request #28796 from clayjohn/GLES2-optimization | Rémi Verschelde | |
GLES2: Allow Viewports to render directly to screen | |||
2019-05-23 | do not compute fog when using unshaded in GLES2 | clayjohn | |
2019-05-23 | fix no depth test and render_priority sorting | clayjohn | |
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-05-19 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-05-14 | Merge pull request #27898 from clayjohn/metallic_radiance | Rémi Verschelde | |
Added radiance when using clear color | |||
2019-05-13 | Implement ability to render viewports directly to screen | clayjohn | |
2019-05-13 | added radiance when using clear color and fixed brdf | clayjohn | |
2019-05-13 | Merge pull request #27798 from clayjohn/gles2-proj-mat-bug | Rémi Verschelde | |
Fixes bug when setting projection matrix in shader GLES2 | |||
2019-05-13 | Merge pull request #28518 from clayjohn/GLES2-MSAA | Rémi Verschelde | |
Added MSAA to GLES2 backend | |||
2019-05-13 | Merge pull request #28723 from SouzaGuilherme/fix_shadows | Rémi Verschelde | |
Fix SHADOWS_DISABLED flag in GLES2 |