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2018-05-06Added option to viewport to keep linear colorBastiaan Olij
2018-05-04Skeletal deform workingJuan Linietsky
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-05-03Merge pull request #16359 from Noshyaar/convertRémi Verschelde
Particles: fix corrupted scene when saved after convert
2018-04-21Fixes logically dead code (Coverity)Crazy-P
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.
2018-04-13Fixes canvas light shaders.Pieter-Jan Briers
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
2018-04-08Merge pull request #16503 from Chaosus/particlesfixJuan Linietsky
Fix invalid particle movement when time_scale is zero
2018-03-26multiply blend mode fix for spatial materialsBen Hickling
2018-03-16Merge pull request #17130 from nical/issue-17050Hein-Pieter van Braam
Fix polyline rendering when width <= 1.
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez
RasterizerGLES3
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-02-28Use GL_LINE_STRIP instead of GL_LINES when drawing polylines.Nicolas Silva
2018-02-24Particles: fix corrupted scene when saved after convert (2nd try)Poommetee Ketson
2018-02-22Fix error spam when using PanoramaSky without texturePoommetee Ketson
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-20Merge pull request #16467 from godotengine/gles3-light-shader-timeRémi Verschelde
using TIME in light shader enables uses_fragment_time
2018-02-19Fix a rendering bug with screen_textureBojidar Marinov
2018-02-14Merge pull request #15710 from AndreaCatania/p1Rémi Verschelde
Fixed sky reflection rendering when transparent BG
2018-02-14Fix invalid particle movement when time_scale is zeroChaosus
2018-02-07using TIME in light shader enables uses_fragment_timekarroffel
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.
2018-02-05Remove a few debugging printsHugo Locurcio
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Convert special case RGB10_A2 to RGBA8 when obtaining texture databinbitten
2018-01-15Fix copy shader in GLSL ES 3.0Leon Krause
2018-01-15Fix Particles2D in WebGL 2.0Leon Krause
2018-01-14Fixed sky reflection rendering when transparent BGAndreaCatania
2018-01-13Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-12Fix mat2 alignmentbinbitten
2018-01-12Set correct types on a couple variables inside the canvas.glslMrCdK
2018-01-12Fix mat2 alignmentJuan Linietsky
2018-01-12Fix uniform alignment, closes #14962Juan Linietsky
2018-01-12Instance dependency for particles was not being get rid of. Again fixes #15591Juan Linietsky
2018-01-11Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky
framebuffers. Closes #15047
2018-01-11Fixed graphic artifact caused by anisotropic filterAndreaCatania
2018-01-10Merge pull request #15555 from BastiaanOlij/clamp_blendsRémi Verschelde
Clamp blend to fix screen space reflections
2018-01-10Clamp blend to fix screen space reflectionsBastiaan Olij
2018-01-10Merge pull request #15553 from AlmightyScientist/issue-15453Rémi Verschelde
Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10Shader Language: Fixes EXTRA_MATRIX undefined.AlmightyScientist
Fixes #15453.
2018-01-10Fix stretch aspect keep modevolzhs
Fix #15407 Fix #15514
2018-01-09Fix shader compile error on Androidvolzhs
**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:
2018-01-08removed unused project setting rendering/quality/depth_prepass/disableJerome67000
2018-01-06properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky
2018-01-06Properly dispose of instance capture data, fixes #14795Juan Linietsky
2018-01-06Use better initialization value for normalmap, fixes #14720Juan Linietsky
2018-01-06Ensure depth reads go via alpha render list, fixes #14759Juan Linietsky
2018-01-06Improve detection of variable writing in shader, fixes #15177Juan Linietsky
2018-01-05Fix dual paraboloid shadow maps, closes #14487Juan Linietsky
2018-01-05Fixed GIProbe blending, closes #15164Juan Linietsky