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2019-04-07Merge pull request #27067 from shartte/remove-context-glRémi Verschelde
Remove ContextGL
2019-04-07Merge pull request #27527 from BastiaanOlij/render_ext_targetRémi Verschelde
Add option to have viewport render into supplied texture (VR)
2019-04-06GLES3: Fix regression in particles buffer initializationRémi Verschelde
Bug introduced in #26343 where `(float *)` was mistakenly converted to `(uint8_t *)`, so we were getting `2` instead of `8`. Fixes #27705.
2019-04-06Remove ContextGL since as an abstraction it's unused.Sebastian Hartte
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-04-05Add Open Asset Import Library to Godot.K. S. Ernest (iFire) Lee
FBX support and MMD (pmx) support. Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX. Maya FBX Stingray PBS support. Importing FBX static meshes work. Importing FBX animations is a work in progress. Supports FBX 4 bone influence animations. Supports FBX blend shapes. MMDs do not have an associated animation import yet. Sponsored by IMVU Inc.
2019-04-02Enable warnings=extra on clang and GCC testers.marxin
And remove 2 warnings from warnings=extra.
2019-03-26Fixed handling of depth texture so it's resolved and bound when neededDaniel Rakos
- Cleaned up and improved the code determining when we need to use a depth prepass (previously it wasn't executed in certain cases even if it was needed) - Added code to prepare and bind the depth texture even when no depth prepass or MRTs (more precisely effect buffers) are used Fixes #25870, #25535, and #25387.
2019-03-11Undo #25557 (was not right anyway), fixes #26258Juan Linietsky
2019-03-08Added default color to mesh rendersamHFIT
2019-03-07Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733Juan Linietsky
2019-03-04Fix and restore text, material and mesh previewers.Juan Linietsky
2019-03-04Merge pull request #26567 from clayjohn/pixel_snap_artifactRémi Verschelde
Fixed pixel snap precision artifact
2019-03-04fixed pixel snap precision artifactclayjohn
2019-03-04Merge pull request #26532 from aqnuep/texture_array_fixesRémi Verschelde
Fixed TextureArray and Texture3D issues
2019-03-03Also take dof blur in consideration for using MRTs, fixes #26236Juan Linietsky
2019-03-03Properly redraw if something animated is visibleJuan Linietsky
2019-03-03Fixed TextureArray and Texture3D issuesDaniel Rakos
- Texture arrays and 3D textures weren't working previously due to an incorrect number of calls to glTexImage3D with incorrect level parameters. This change fixes that. - Fixed the incorrect calculation of the byte size of layered textures. - Added the layer count to the debugger info when viewing video memory usage.
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-03-01Clean up blend shape support in GLES2 and GLES3.Juan Linietsky
2019-02-27Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class.Juan Linietsky
This fixes #26337
2019-02-26Fix #26100 by casting to integer.marxin
2019-02-25Several fixes to make GLES2 on HTML5 work much better.Juan Linietsky
Changed math class error reporting to be a bit less paranoid.
2019-02-24Explicitly use floating point numbers in the our shadersHein-Pieter van Braam
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.
2019-02-22Properly update materials when adding surface, fixes #23790Juan Linietsky
2019-02-22Ensure that no depth test is used (specially in prepass) for objects that ↵Juan Linietsky
dont test or draw depth, fixes #25201
2019-02-22Fix precision issue with skeletons, closes #26057, closes #26062Juan Linietsky
2019-02-21Merge pull request #26125 from JFonS/revert_light_vec_shadowsRémi Verschelde
Revert back to ignoring LIGHT_VEC for 2D shadows
2019-02-21Many fixes regarding depth buffer clearing, closes #25994, closes #25975Juan Linietsky
2019-02-21Revert back to ignoring LIGHT_VEC for 2D shadowsJFonS
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-16Fix skeleton not being updated in shader, closes #25911Juan Linietsky
2019-02-13Remove all references to stencil, fixes problems on iOS.Juan Linietsky
2019-02-13On mobile, check for float and half float frameuffers supported, fixes ↵Juan Linietsky
#25324, fixes #25325.
2019-02-13Fix typos with codespellRémi Verschelde
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-02-12Fix fog in GLES2 by using epic hack, closes #25410Juan Linietsky
2019-02-12Merge pull request #25481 from hpvb/fix-ubsan-asan-reportsRémi Verschelde
Fix many asan and ubsan reported issues
2019-02-12Merge pull request #25557 from kaadmy/masterRémi Verschelde
Allow usage of depth texture when contact shadows are disabled
2019-02-10Make LIGHT_VEC affect 2D shadows againJFonS
2019-02-01Allow usage of depth texture when contact shadows are disabledKaadmY
2019-01-30Fix many asan and ubsan reported issuesHein-Pieter van Braam
This allows most demos to run without any ubsan or asan errors. There are still some things in thirdpart/ and some things in AudioServer that needs a look but this fixes a lot of issues. This should help debug less obvious issues, hopefully. This fixes #25217 and fixes #25218
2019-01-28Cleanup and identify ShaderCompilerGLES[23] differencesRémi Verschelde
2019-01-27Fix polygon drawing on WebGL1Konrad Nowakowski
2019-01-27Properly get proxy texture size for canvas light, fixes #17067Juan Linietsky
2019-01-27Use transparent framebuffer only when set to transparent, closes #21827Juan Linietsky
2019-01-26Further fixes to avoid memory corruption, closes #25336Juan Linietsky
2019-01-25Properly dispose of custom shaders, closes #19300Juan Linietsky
2019-01-25Do not use depth prepass if effects are disabled, fixes #25267Juan Linietsky
2019-01-26Revert "Fix GLES3 error 502 on iOS"Bastiaan Olij
2019-01-25Ensure contact shadows are only used when lights use them.Juan Linietsky