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2018-08-08Fix mat4 uniform writesMarcin Zawiejski
2018-08-08Merge pull request #20805 from karroffel/gles2-misc-fixesThomas Herzog
unhacking some GLES2 code
2018-08-08GLES2 refactorsThomas Herzog
This commit unhacks some parts of the 3D rendering. Most notably: - possibility to use negative texture units (no longer weird manual index allocation for user samplers) - refactoring of light code, now sorts in a different way, should yield better performance - fixes a crash while saving (because of "Illegal instruction" execution) when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08Merge pull request #20681 from DavidSichma/masterJuan Linietsky
Keeping track of discard
2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
2018-08-06Added proper import support for 3D and Array texturesJuan Linietsky
2018-08-06Merge pull request #20597 from karroffel/tex3dJuan Linietsky
add 3D textures
2018-08-04Fix uniform set for mat3 and mat4Marcin Zawiejski
2018-08-02Keeping track of discardDavid Sichma
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard.
2018-07-30add 3D texturesThomas Herzog
2018-07-27add initial GLES2 3D rendererkarroffel
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25Merge pull request #20448 from volzhs/duplicated-codeRémi Verschelde
Remove duplicated codes
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-25Remove duplicated codesvolzhs
2018-07-23fix disappearing lines in visual script editorMarcin Zawiejski
2018-07-22Merge pull request #20353 from dragmz/gles2_redundantRémi Verschelde
Remove redundant uniform set call
2018-07-22remove redundant uniform set calldragmz
2018-07-22initialize texture shrink to false by defaultdragmz
2018-07-22Shader lang: Properly assign INSTANCE_ID to gl_InstanceIDRémi Verschelde
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088.
2018-07-18Style: Format code with clang-format 6.0.1Rémi Verschelde
2018-07-17Revert "Fix #19507 Not emitted particles affects performance"Max Hilbrunner
2018-07-17Merge pull request #19764 from malbach/godot_malbachMax Hilbrunner
Fix #19507 Not emitted particles affects performance
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky
2018-07-12Merge pull request #19707 from toger5/fix_clipping_vflipMax Hilbrunner
fix clipping with v_flip fixes: #18600
2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-07-03Fix server build after 7fc23675Rémi Verschelde
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-25Fix #19507 Not emitted particles affects performancemalbach
2018-06-16fix clipping with v_flip fixes: #2929toger5
2018-06-13A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle
2018-06-05Rasterizers are now in sync with engineGustav Lund
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed
2018-05-31Style: Apply clang-format (5.0) to some missed filesRémi Verschelde
2018-05-18Fix UWP build after #14622.bruvzg
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-04-08Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky
Fix few bugs in shader definitions
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-03-21s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson
2018-03-10Fix few bugs in shader definitionsChaosus
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-03-02Merge pull request #17173 from karroffel/gles2-line-rendering-fixRémi Verschelde
fix GLES2 line rendering
2018-03-02fix GLES2 line renderingkarroffel
fixes #17147
2018-03-02GLES2 renderer support on macOS.bruvzg
2018-03-01add GLES 2 renderer for 2Dkarroffel
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.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez