Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-22 | Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2 | Rémi Verschelde | |
fix gles2 broken panorama sky on oculus quest | |||
2019-09-22 | fix gles2 broken panorama sky on oculus quest | Holger Dammertz | |
This fixes an issue that was fixed for gles3 in #31419 but not applied to gles2. The fix consists of using a constant scale for cube_normal of -1.0 instead of -1000000. It results in broken panorama rendering on the oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29) | |||
2019-09-22 | Fix GLES2 skinning where VERTEX_TEXTURE not supported | lawnjelly | |
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features. | |||
2019-09-19 | Merge pull request #31202 from azagaya/light-data | Rémi Verschelde | |
Create shadow_vec for altering shadow computation | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used. | |||
2019-08-29 | Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2 | Rémi Verschelde | |
Fix skip_vertex_transform bug in GLES2 CPUParticles | |||
2019-08-28 | Fix skip_vertex_transform bug in GLES2 CPUParticles | clayjohn | |
2019-08-26 | Merge pull request #31556 from Chaosus/gles2_inverse | Rémi Verschelde | |
Implemented inverse shader function to GLES2 | |||
2019-08-25 | Fix hint range step for integer in shaders | Yuri Roubinski | |
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-22 | Implemented inverse shader function to GLES2 | Yuri Roubinski | |
2019-08-19 | Merge pull request #31473 from Chaosus/shader_bug | Rémi Verschelde | |
Fix ternary operator shader compiler expression | |||
2019-08-19 | Fix ternary operator shader compiler expression | Yuri Roubinski | |
2019-08-18 | check if skeleton texture is already allocated before reallocating | clayjohn | |
2019-08-17 | Replace '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?) | |||
2019-08-13 | Implemented do/while loops for shaders | Yuri Roubinski | |
2019-08-12 | Merge pull request #31271 from raphael10241024/gles2_shader | Rémi Verschelde | |
Fix GLES2 canvas shader uniform error | |||
2019-08-10 | check for unsigned_short support for gles2 depth buffer allocation | clayjohn | |
2019-08-10 | fix gles2 canvas shader uniform error,close #31201 | RaphaelHunter | |
2019-08-08 | Merge pull request #30714 from Calinou/invert-default-fog-height | Rémi Verschelde | |
Invert and adjust the default fog height values | |||
2019-08-07 | Invert and adjust the default fog height values | Hugo 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. | |||
2019-08-07 | Merge pull request #31099 from Chaosus/shader_local_const | Rémi Verschelde | |
Implemented local shader constants | |||
2019-08-05 | Merge pull request #30987 from clayjohn/GLES2-light-negative | Rémi Verschelde | |
Implement negative for OmniLights and SpotLights in GLES2 | |||
2019-08-05 | Implemented local shader constants | Yuri Roubinski | |
2019-08-05 | Merge pull request #31053 from aaronfranke/vector2i-cleanup | Rémi Verschelde | |
Some minor Vector2i usage cleanup | |||
2019-08-03 | Fix GLES2 rendering | Yuri Roubinski | |
2019-08-03 | Some Vector2i usage cleanup | Aaron Franke | |
Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes. | |||
2019-07-31 | Expose several GLES3 built-ins to GLES2 | Chaosus | |
2019-07-30 | allow omnilights and spotlights to use negative in GLES2 | clayjohn | |
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 | |