Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |||
2018-02-07 | 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 | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-03 | found 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 | |||
2018-01-04 | Merge pull request #15170 from ibrahn/fix-particle-leak | Rémi Verschelde | |
RasterizerStorageGLES3, delete particle objects freed by RID | |||
2018-01-03 | Revert "Add missing image format RGB10A2. Fixes #14964" | Juan Linietsky | |
2018-01-03 | RasterizerStorageGLES3, delete particle objects freed by RID | Ibrahn Sahir | |
fixes #15151 | |||
2018-01-03 | Merge pull request #15051 from binbitten/bug-fixes | Rémi Verschelde | |
Add missing image format RGB10A2. Fixes #14964 | |||
2018-01-02 | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | |
on Mali and PowerVR. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-27 | Merge pull request #14971 from mrcdk/particles_emitting | Noshyaar | |
Set particles emitting to false when particles finish emitting with one-shot enabled | |||
2017-12-26 | Fixed proper texture binding for sprite material, fixes #13987 | Juan Linietsky | |
2017-12-26 | Property apply shader parameters, even when materials are being reused, ↵ | Juan Linietsky | |
fixes #14012 | |||
2017-12-26 | Merge pull request #14796 from AlmightyScientist/issue-14552 | Juan Linietsky | |
Shader Language: Fix Vertex Lighting artifacts. | |||
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | |
2017-12-25 | Add missing image format RGB10A2. Fixes #14964 | binbitten | |