Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-05-06 | Added option to viewport to keep linear color | Bastiaan Olij | |
2018-05-04 | Skeletal deform working | Juan Linietsky | |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-05-03 | Merge pull request #16359 from Noshyaar/convert | Rémi Verschelde | |
Particles: fix corrupted scene when saved after convert | |||
2018-04-21 | Fixes 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. | |||
2018-04-13 | Fixes canvas light shaders. | Pieter-Jan Briers | |
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think? | |||
2018-04-08 | Merge pull request #16503 from Chaosus/particlesfix | Juan Linietsky | |
Fix invalid particle movement when time_scale is zero | |||
2018-03-26 | multiply blend mode fix for spatial materials | Ben Hickling | |
2018-03-16 | Merge pull request #17130 from nical/issue-17050 | Hein-Pieter van Braam | |
Fix polyline rendering when width <= 1. | |||
2018-03-13 | Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵ | Wilson E. Alvarez | |
RasterizerGLES3 | |||
2018-03-05 | Add 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. | |||
2018-02-28 | Use GL_LINE_STRIP instead of GL_LINES when drawing polylines. | Nicolas Silva | |
2018-02-24 | Particles: fix corrupted scene when saved after convert (2nd try) | Poommetee Ketson | |
2018-02-22 | Fix error spam when using PanoramaSky without texture | Poommetee Ketson | |
2018-02-21 | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | |
2018-02-21 | Fix typos with codespell | luz.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 ``` | |||
2018-02-21 | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | |
2018-02-20 | Merge pull request #16467 from godotengine/gles3-light-shader-time | Rémi Verschelde | |
using TIME in light shader enables uses_fragment_time | |||
2018-02-19 | Fix a rendering bug with screen_texture | Bojidar Marinov | |
2018-02-14 | Merge pull request #15710 from AndreaCatania/p1 | Rémi Verschelde | |
Fixed sky reflection rendering when transparent BG | |||
2018-02-14 | Fix invalid particle movement when time_scale is zero | Chaosus | |
2018-02-07 | using TIME in light shader enables uses_fragment_time | karroffel | |
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. | |||
2018-02-05 | Remove a few debugging prints | Hugo Locurcio | |
2018-01-18 | Fix typos in code and docs with codespell | Rémi Verschelde | |
Using v1.11.0 from https://github.com/lucasdemarchi/codespell | |||
2018-01-18 | Convert special case RGB10_A2 to RGBA8 when obtaining texture data | binbitten | |
2018-01-15 | Fix copy shader in GLSL ES 3.0 | Leon Krause | |
2018-01-15 | Fix Particles2D in WebGL 2.0 | Leon Krause | |
2018-01-14 | Fixed sky reflection rendering when transparent BG | AndreaCatania | |
2018-01-13 | Merge pull request #15636 from mrcdk/fix_canvas_light | Rémi Verschelde | |
Set correct types on a couple variables inside light_compute in canvas.glsl | |||
2018-01-12 | Fix mat2 alignment | binbitten | |
2018-01-12 | Set correct types on a couple variables inside the canvas.glsl | MrCdK | |
2018-01-12 | Fix mat2 alignment | Juan Linietsky | |
2018-01-12 | Fix uniform alignment, closes #14962 | Juan Linietsky | |
2018-01-12 | Instance dependency for particles was not being get rid of. Again fixes #15591 | Juan Linietsky | |
2018-01-11 | Properly fix blend equations for both transparent and non transparent ↵ | Juan Linietsky | |
framebuffers. Closes #15047 | |||
2018-01-11 | Fixed graphic artifact caused by anisotropic filter | AndreaCatania | |
2018-01-10 | Merge pull request #15555 from BastiaanOlij/clamp_blends | Rémi Verschelde | |
Clamp blend to fix screen space reflections | |||
2018-01-10 | Clamp blend to fix screen space reflections | Bastiaan Olij | |
2018-01-10 | Merge pull request #15553 from AlmightyScientist/issue-15453 | Rémi Verschelde | |
Shader Language: Fixes EXTRA_MATRIX undefined. | |||
2018-01-10 | Shader Language: Fixes EXTRA_MATRIX undefined. | AlmightyScientist | |
Fixes #15453. | |||
2018-01-10 | Fix stretch aspect keep mode | volzhs | |
Fix #15407 Fix #15514 | |||
2018-01-09 | Fix shader compile error on Android | volzhs | |
**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: | |||
2018-01-08 | removed unused project setting rendering/quality/depth_prepass/disable | Jerome67000 | |
2018-01-06 | properly blend interior and exterior ambient in reflection probes, fixes #14695 | Juan Linietsky | |
2018-01-06 | Properly dispose of instance capture data, fixes #14795 | Juan Linietsky | |
2018-01-06 | Use better initialization value for normalmap, fixes #14720 | Juan Linietsky | |
2018-01-06 | Ensure depth reads go via alpha render list, fixes #14759 | Juan Linietsky | |
2018-01-06 | Improve detection of variable writing in shader, fixes #15177 | Juan Linietsky | |
2018-01-05 | Fix dual paraboloid shadow maps, closes #14487 | Juan Linietsky | |
2018-01-05 | Fixed GIProbe blending, closes #15164 | Juan Linietsky | |