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2019-08-23Implements switch to shadersYuri Roubinski
2019-08-20Merge pull request #31419 from NeoSpark314/fix_oculusquest_panoramaRémi Verschelde
changed the constant scale of cube_normal to -1.0 instead of -1000000…
2019-08-19Fix ternary operator shader compiler expressionYuri Roubinski
2019-08-17changed the constant scale of cube_normal to -1.0 instead of -1000000.0; ↵Holger Dammertz
this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17Replace '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?)
2019-08-16Merge pull request #31309 from raphael10241024/fix_dofRémi Verschelde
DOF can effect transparent objects now,
2019-08-14Merge pull request #31266 from ↵Rémi Verschelde
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
2019-08-13Implemented do/while loops for shadersYuri Roubinski
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-12DOF can effect transparent objects now, close #28240RaphaelHunter
2019-08-12Merge pull request #31270 from nekomatata/fix-vertex-color-init-gles3Rémi Verschelde
Fixed vertex color initialization with default value in GLES3
2019-08-11Fixed vertex color initialization with default value in gles3PouleyKetchoupp
Fixes #30275, #31250
2019-08-08Merge pull request #30714 from Calinou/invert-default-fog-heightRémi Verschelde
Invert and adjust the default fog height values
2019-08-07Invert and adjust the default fog height valuesHugo 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.
2019-08-07Merge pull request #31099 from Chaosus/shader_local_constRémi Verschelde
Implemented local shader constants
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-08-05Implemented local shader constantsYuri Roubinski
2019-07-31Merge pull request #30977 from clayjohn/GLES3-screen-uvRémi Verschelde
Properly pass SCREEN_PIXEL_SIZE to canvas light shader
2019-07-30properly pass SCREEN_PIEXEL_SIZE to canvas light shaderclayjohn
2019-07-29Merge pull request #30898 from clayjohn/max-lights-reflectionsRémi Verschelde
Add project setting for max lights and reflections in GLES3
2019-07-28add project setting for max lights and reflections in gles3clayjohn
2019-07-28update algorithm about paking float to vec4 to fix shadow shift and change ↵RaphaelHunter
rgba_shdow options
2019-07-23Merge pull request #30764 from clayjohn/contact-shadowRémi Verschelde
Fix contact shadows appearing when shading casting is off
2019-07-22fix contact shadows appearing when shading casting is offclayjohn
2019-07-21Disable high-quality voxel cone tracing by defaultHugo Locurcio
This makes GIProbe significantly faster out of the box, at the cost of worse-looking GIProbe reflections. This closes #30727.
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-16Added local array initializerChaosus
2019-07-15Implemented local shader arraysChaosus
2019-07-10Fix get_data layer argument when texture is TEXTURE_TYPE_2D_ARRAYszamq
2019-07-08Merge pull request #30407 from qarmin/small_fixessRémi Verschelde
Fixes minor issues found by static analyzer
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-07-06Added 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)
2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-07-01Merge pull request #29980 from Dentrax/directed-by-qarminRémi Verschelde
Fix some editor crashes
2019-07-01fix some crashesFurkan Türkal
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-24Merge pull request #29974 from clayjohn/particles_restartRémi Verschelde
Properly set emitting when particles restart
2019-06-21properly set emitting when particles restartclayjohn
2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-19Made constants fully upper case in camera serverBastiaan Olij
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-15Adding 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.
2019-06-13Merge pull request #29628 from qarmin/fix_invalid_write_meshRémi Verschelde
Fix write outside array in mesh_add_surface
2019-06-12Merge pull request #29316 from Chaosus/shader_constRémi Verschelde
Added constant support to shaders
2019-06-12Merge pull request #29306 from qarmin/small_code_fixesRémi Verschelde
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.