Age | Commit message (Collapse) | Author |
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Split canvas_texture_storage and texture_storage from render_storage class
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Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
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Uses versions and specializations (more similar to RenderingDevice version)
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Happy new year to the wonderful Godot community!
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
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- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
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Fixes #21286 when the occluder is not fully configured.
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
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Fix 2D lighting when using skeleton.
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Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.
Fixes #34568
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Fixes #32993
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Patch provided by @oeleo1.
Fixes #34120.
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Follow-up to #34088, patch by @oeleo1 from
https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
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Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.
Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.
Fixes #26823
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As discussed in #32657, this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.
Fixes #33393.
Fixes #33421.
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OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
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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?)
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Fixes #30275, #31250
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Bug introduced in #26343 where `(float *)` was mistakenly converted
to `(uint8_t *)`, so we were getting `2` instead of `8`.
Fixes #27705.
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And remove 2 warnings from warnings=extra.
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Fixes #25316.
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without copy buffers. Closes #24749.
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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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Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
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