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2018-01-03found via cppcheck:firefly2442
remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used
2018-01-04Merge pull request #15170 from ibrahn/fix-particle-leakRémi Verschelde
RasterizerStorageGLES3, delete particle objects freed by RID
2018-01-03Revert "Add missing image format RGB10A2. Fixes #14964"Juan Linietsky
2018-01-03RasterizerStorageGLES3, delete particle objects freed by RIDIbrahn Sahir
fixes #15151
2018-01-03Merge pull request #15051 from binbitten/bug-fixesRémi Verschelde
Add missing image format RGB10A2. Fixes #14964
2018-01-02Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky
on Mali and PowerVR.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-27Merge pull request #14971 from mrcdk/particles_emittingNoshyaar
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-26Fixed proper texture binding for sprite material, fixes #13987Juan Linietsky
2017-12-26Property apply shader parameters, even when materials are being reused, ↵Juan Linietsky
fixes #14012
2017-12-26Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky
Shader Language: Fix Vertex Lighting artifacts.
2017-12-26Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky
2017-12-25Add missing image format RGB10A2. Fixes #14964binbitten
2017-12-23Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK
enabled
2017-12-21Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky
many import problems from Blender, GLTF2, etc.
2017-12-19Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805Juan Linietsky
2017-12-19Fix pixel snap not being used in 3.0Guilherme Silva
2017-12-18Shader Language: Fix Vertex Lighting artifacts.Enzo Nocera
- When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552.
2017-12-18Merge pull request #14794 from endragor/remove-debug-logsRémi Verschelde
Remove debug logs that are of no use to end users
2017-12-18Remove debug logs that are of no use to end usersRuslan Mustakov
2017-12-17Cleanup some #if 0'd codeRémi Verschelde
2017-12-16Don't glBindTexture() on viewports without effectsHein-Pieter van Braam
@reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337
2017-12-16Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangelyJuan Linietsky
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-14Fixes built-In "LIGHT" causing fragment compilation errorArnaud PEZEL
Add a rename for shader LIGHT built-in, Fix bug #14537
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-13Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceToolPrzemyslaw Czarnota
2017-12-10Fix usage of signed type in skeleton shaderRémi Verschelde
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used. Fixes #12804.
2017-12-10PropertyEditor: Filter out resource_local_to_sceneRémi Verschelde
This lets the empty "Global" category disappear again. Also silence a debug print.
2017-12-09-Ability to and unwrap lightmap coordinates on importJuan Linietsky
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09Merge pull request #13341 from scayze/interp_v2Rémi Verschelde
Added interpolation qualifiers to shaderlang
2017-12-09Merge pull request #13424 from MillionOstrich/particles-pause-fixRémi Verschelde
Stop particles resetting on pause.
2017-12-08After a lot of trial and error, i think rim lighting implementation is now ↵Juan Linietsky
perfect, closes #13986
2017-12-07Added small bit of bias depending on lenght for contact shadows, fixes #12726Juan Linietsky
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
2017-12-06Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky
2017-12-05Improve slang, especially in user-visible partsUnknown
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-03Disable invariant gl_Position to workaround Mesa bug 100316Rémi Verschelde
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-01small fix so shadows dont need to use a separate material for world vertex ↵Juan Linietsky
coords (more perf)
2017-12-01Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky
pre pass, does some speed up to scenes using triplanar.
2017-11-30Stop particles resetting on pause.MillionOstrich
2017-11-27Added interpolation modifiers to shaderlangScayze
2017-11-26Merge pull request #13290 from Chaosus/projectionfixRémi Verschelde
Fix invalid transform when skip_vertex_transform used
2017-11-26Merge pull request #13264 from zatherz/feature/projectsettings_limitsJuan Linietsky
Add range to anisotropic filter level
2017-11-26Fixed invalid transform when skip_vertex_transform usedChaosus
2017-11-26Merge pull request #13277 from DoctorAlpaca/masterJuan Linietsky
Fix particle preprocessing
2017-11-26Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky
Onion skinning
2017-11-27Fix shader compilation fail on Androidvolzhs
Error message from logcat **ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed: 50:471: S0032: no default precision defined for parameter 'probe' At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-25-Fixed height fog (was broken)Juan Linietsky
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.