Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Rewritten StreamTexture for better code reuse, added basis universal support | Juan Linietsky | |
2020-02-11 | Environment sky more or less working. | Juan Linietsky | |
2020-02-11 | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | |
Still a lot to do | |||
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-11 | Refactored RID/RID_Owner to always use O(1) allocation. | Juan Linietsky | |
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now. | |||
2020-02-05 | Remove duplicate WARN_PRINT macro. | Marcel Admiraal | |
2020-01-25 | Add project setting for max irradiance size | clayjohn | |
2020-01-22 | GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter | Rémi Verschelde | |
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`, but not for `GL_TEXTURE_MAG_FILTER`. Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter Fixes #35436. | |||
2020-01-19 | Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization | Rémi Verschelde | |
GLES3: Slight optimization to irradiance compute | |||
2020-01-19 | GLES3: Slight optimization to irradiance compute | Rémi Verschelde | |
All the calculations leading up to `mipLevel` are only relevant for Panorama mode. Similarly, the `source_resolution` uniform is only needed for that mode. | |||
2020-01-18 | reduce complexity of irradiance map generation | clayjohn | |
2020-01-16 | Add multimesh format max for proper error checking | clayjohn | |
2020-01-12 | Fix light and multimesh crashes | clayjohn | |
2020-01-06 | Add VisualServer methods to get the video adapter name and vendor | Hugo Locurcio | |
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404. | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
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. | |||
2019-12-28 | Reset GLES3 MultiMesh buffer id when reallocating. | Bruno Lourenço | |
2019-11-27 | Fix radiance map generation on mobile | clayjohn | |
2019-11-21 | Fix GL error by properly using float uniform | clayjohn | |
2019-11-20 | Fix bugs introduced by IBL fixes | clayjohn | |
2019-11-20 | Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues | Rémi Verschelde | |
Fix issues with environment mapping | |||
2019-11-19 | Fix issues with environment mapping | clayjohn | |
2019-11-19 | Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization | Rémi Verschelde | |
Improve glBufferSubData usage where safe | |||
2019-11-11 | Improve glBufferSubData usage where safe | clayjohn | |
2019-11-11 | Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation | Bastiaan Olij | |
2019-10-28 | Merge pull request #33104 from qarmin/fix_some_crashes | Rémi Verschelde | |
Fix some crashes and using null pointers | |||
2019-10-28 | Fix some crashes and using null pointers | Rafał Mikrut | |
2019-10-25 | WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap | Rémi Verschelde | |
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT) textures in their specification, the situation seems to be less clear about *compressed* NPOT textures using repeat or mipmap flags. At least Chrome on Linux doesn't seem to support this combination, and a variety of mobile hardware have similar limitations. As a workaround, we force decompressing such textures when running on WebGL 2.0, at the cost of loading time and memory usage. Fixes #33058. | |||
2019-10-02 | Removed unnecessary shader error log messages | Yuri Roubinsky | |
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 | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-06 | fix gles3 shader uniform vec3 error, close #30930 | RaphaelHunter | |
2019-08-25 | Fix hint range step for integer in shaders | Yuri Roubinski | |
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?) | |||
2019-08-07 | Add some code changes/fixes proposed by Coverity and Clang Tidy | qarmin | |
2019-07-28 | update algorithm about paking float to vec4 to fix shadow shift and change ↵ | RaphaelHunter | |
rgba_shdow options | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-10 | Fix get_data layer argument when texture is TEXTURE_TYPE_2D_ARRAY | szamq | |
2019-07-08 | Merge pull request #30407 from qarmin/small_fixess | Rémi Verschelde | |
Fixes minor issues found by static analyzer | |||
2019-07-07 | Fixes minor issues found by static analyzer | qarmin | |
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) | |||
2019-07-01 | Merge pull request #29980 from Dentrax/directed-by-qarmin | Rémi Verschelde | |
Fix some editor crashes | |||
2019-07-01 | fix some crashes | Furkan Türkal | |
2019-06-27 | Merge pull request #29941 from qarmin/redundant_code_and_others | Rémi Verschelde | |
Remove redundant code, possible NULL pointers and others | |||
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-24 | Merge pull request #29974 from clayjohn/particles_restart | Rémi Verschelde | |
Properly set emitting when particles restart | |||
2019-06-21 | properly set emitting when particles restart | clayjohn | |
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 | |
2019-06-15 | 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. |