Age | Commit message (Collapse) | Author |
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Fix write outside array in mesh_add_surface
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Added constant support to shaders
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Small fixes to unrechable code, possibly overflows, using NULL pointers
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Co-authored-by: DavidSichma <sichmada@gmail.com>
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Mute errors on surface->index_array_len == 0 in the GLES3 renderer
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Improve SSAO performance and quality
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This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.
This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
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Fix "no depth test" and render_priority sorting
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GLES2: Allow Viewports to render directly to screen
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Implement shadow to opacity
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Added radiance when using clear color
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If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:
First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).
Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.
To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
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Disable GI probe capturing lights with bake mode disabled
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The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
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Small fixes, mostly duplicated code
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Fixed bug in computing mip maps from screen texture
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Respect keep_3d_linear when transparent_bg is on.
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Remove ContextGL
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Add option to have viewport render into supplied texture (VR)
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Bug introduced in #26343 where `(float *)` was mistakenly converted
to `(uint8_t *)`, so we were getting `2` instead of `8`.
Fixes #27705.
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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.
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When transparent_bg is on, or the render target is too small,
Godot would skip postprocessing and disregard keep_3d_linear.
This fixes #26817.
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And remove 2 warnings from warnings=extra.
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- 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.
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Fixed pixel snap precision artifact
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Fixed TextureArray and Texture3D issues
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