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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
2019-01-26Fix GLES3 error 502 on iOSBastiaan Olij
2019-01-24Revert "Fix errors on iOS"Juan Linietsky
2019-01-24Merge pull request #25257 from karroffel/tex3d-get-data-fixRémi Verschelde
implemented texture_get_data() for TextureLayered
2019-01-23implemented texture_get_data() for TextureLayeredthomas.herzog
2019-01-23Fix errors on iOSBastiaan Olij
2019-01-22Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132Juan Linietsky
2019-01-21Merge pull request #25115 from marxin/fix-19633-properRémi Verschelde
Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].
2019-01-21Cleanup after @reduz :)Rémi Verschelde
Fixes #25172.
2019-01-19Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].marxin
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j] (for j > 0). Even though there's a valid space in a struct after shadow_matrix1. Knowing that GCC performs aggressive optimizations that eventually lead to a wrong code. Code has been changed into union where one can either use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma is not needed any longer.
2019-01-19Fix excluding GCC pragmas from ClangRémi Verschelde
Why the heck does Clang define __GNUC__...
2019-01-19Only define GCC pragmas for GCCRémi Verschelde