Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-04-02 | Enable warnings=extra on clang and GCC testers. | marxin | |
And remove 2 warnings from warnings=extra. | |||
2019-03-26 | Fixed handling of depth texture so it's resolved and bound when needed | Daniel 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. | |||
2019-03-11 | Undo #25557 (was not right anyway), fixes #26258 | Juan Linietsky | |
2019-03-08 | Added default color to mesh render | samHFIT | |
2019-03-07 | Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733 | Juan Linietsky | |
2019-03-04 | Fix and restore text, material and mesh previewers. | Juan Linietsky | |
2019-03-04 | Merge pull request #26567 from clayjohn/pixel_snap_artifact | Rémi Verschelde | |
Fixed pixel snap precision artifact | |||
2019-03-04 | fixed pixel snap precision artifact | clayjohn | |
2019-03-04 | Merge pull request #26532 from aqnuep/texture_array_fixes | Rémi Verschelde | |
Fixed TextureArray and Texture3D issues | |||
2019-03-03 | Also take dof blur in consideration for using MRTs, fixes #26236 | Juan Linietsky | |
2019-03-03 | Properly redraw if something animated is visible | Juan Linietsky | |
2019-03-03 | Fixed TextureArray and Texture3D issues | Daniel 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. | |||
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-03-01 | Clean up blend shape support in GLES2 and GLES3. | Juan Linietsky | |
2019-02-27 | Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class. | Juan Linietsky | |
This fixes #26337 | |||
2019-02-26 | Fix #26100 by casting to integer. | marxin | |
2019-02-25 | Several fixes to make GLES2 on HTML5 work much better. | Juan Linietsky | |
Changed math class error reporting to be a bit less paranoid. | |||
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam | |
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers. | |||
2019-02-22 | Properly update materials when adding surface, fixes #23790 | Juan Linietsky | |
2019-02-22 | Ensure that no depth test is used (specially in prepass) for objects that ↵ | Juan Linietsky | |
dont test or draw depth, fixes #25201 | |||
2019-02-22 | Fix precision issue with skeletons, closes #26057, closes #26062 | Juan Linietsky | |
2019-02-21 | Merge pull request #26125 from JFonS/revert_light_vec_shadows | Rémi Verschelde | |
Revert back to ignoring LIGHT_VEC for 2D shadows | |||
2019-02-21 | Many fixes regarding depth buffer clearing, closes #25994, closes #25975 | Juan Linietsky | |
2019-02-21 | Revert back to ignoring LIGHT_VEC for 2D shadows | JFonS | |
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-02-16 | Fix skeleton not being updated in shader, closes #25911 | Juan Linietsky | |
2019-02-13 | Remove all references to stencil, fixes problems on iOS. | Juan Linietsky | |
2019-02-13 | On mobile, check for float and half float frameuffers supported, fixes ↵ | Juan Linietsky | |
#25324, fixes #25325. | |||
2019-02-13 | Fix typos with codespell | Rémi 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 ``` | |||
2019-02-12 | Fix fog in GLES2 by using epic hack, closes #25410 | Juan Linietsky | |
2019-02-12 | Merge pull request #25481 from hpvb/fix-ubsan-asan-reports | Rémi Verschelde | |
Fix many asan and ubsan reported issues | |||
2019-02-12 | Merge pull request #25557 from kaadmy/master | Rémi Verschelde | |
Allow usage of depth texture when contact shadows are disabled | |||
2019-02-10 | Make LIGHT_VEC affect 2D shadows again | JFonS | |
2019-02-01 | Allow usage of depth texture when contact shadows are disabled | KaadmY | |
2019-01-30 | Fix many asan and ubsan reported issues | Hein-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 | |||
2019-01-28 | Cleanup and identify ShaderCompilerGLES[23] differences | Rémi Verschelde | |
2019-01-27 | Fix polygon drawing on WebGL1 | Konrad Nowakowski | |
2019-01-27 | Properly get proxy texture size for canvas light, fixes #17067 | Juan Linietsky | |
2019-01-27 | Use transparent framebuffer only when set to transparent, closes #21827 | Juan Linietsky | |
2019-01-26 | Further fixes to avoid memory corruption, closes #25336 | Juan Linietsky | |
2019-01-25 | Properly dispose of custom shaders, closes #19300 | Juan Linietsky | |
2019-01-25 | Do not use depth prepass if effects are disabled, fixes #25267 | Juan Linietsky | |
2019-01-26 | Revert "Fix GLES3 error 502 on iOS" | Bastiaan Olij | |
2019-01-25 | Ensure contact shadows are only used when lights use them. | Juan Linietsky | |
2019-01-26 | Fix GLES3 error 502 on iOS | Bastiaan Olij | |
2019-01-24 | Revert "Fix errors on iOS" | Juan Linietsky | |
2019-01-24 | Merge pull request #25257 from karroffel/tex3d-get-data-fix | Rémi Verschelde | |
implemented texture_get_data() for TextureLayered | |||
2019-01-23 | implemented texture_get_data() for TextureLayered | thomas.herzog | |
2019-01-23 | Fix errors on iOS | Bastiaan Olij | |
2019-01-22 | Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 | Juan Linietsky | |