Age | Commit message (Collapse) | Author |
|
Added flag on SpatialMaterial to disable shadows
|
|
Fix binding of ViewportTexture to Sky
|
|
Added partial texture update to VisualServer
|
|
Add no-blend canvas item render_mode
|
|
|
|
|
|
|
|
|
|
Particles: fix corrupted scene when saved after convert
|
|
|
|
Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
|
|
Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
|
|
In order to the get the actual rendered image from a ViewportTexture the sky needs to access the proxy texture.
|
|
Fix invalid particle movement when time_scale is zero
|
|
|
|
|
|
Fix polyline rendering when width <= 1.
|
|
RasterizerGLES3
|
|
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings).
Add GL_ARB_debug_output extension support check on all platforms.
|
|
|
|
|
|
|
|
|
|
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
|
|
|
|
using TIME in light shader enables uses_fragment_time
|
|
|
|
Fixed sky reflection rendering when transparent BG
|
|
|
|
The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).
If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.
The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.
|
|
|
|
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
|
|
|
|
|
|
|
|
|
|
Set correct types on a couple variables inside light_compute in canvas.glsl
|
|
|
|
|
|
|
|
|
|
|
|
framebuffers. Closes #15047
|
|
|
|
Clamp blend to fix screen space reflections
|
|
|
|
Shader Language: Fixes EXTRA_MATRIX undefined.
|
|
Fixes #15453.
|
|
Fix #15407
Fix #15514
|
|
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
|