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2017-12-10PropertyEditor: Filter out resource_local_to_sceneRémi Verschelde
This lets the empty "Global" category disappear again. Also silence a debug print.
2017-12-09-Ability to and unwrap lightmap coordinates on importJuan Linietsky
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09Merge pull request #13341 from scayze/interp_v2Rémi Verschelde
Added interpolation qualifiers to shaderlang
2017-12-09Merge pull request #13424 from MillionOstrich/particles-pause-fixRémi Verschelde
Stop particles resetting on pause.
2017-12-08After a lot of trial and error, i think rim lighting implementation is now ↵Juan Linietsky
perfect, closes #13986
2017-12-07Added small bit of bias depending on lenght for contact shadows, fixes #12726Juan Linietsky
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
2017-12-06Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky
2017-12-05Improve slang, especially in user-visible partsUnknown
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-03Disable invariant gl_Position to workaround Mesa bug 100316Rémi Verschelde
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-01small fix so shadows dont need to use a separate material for world vertex ↵Juan Linietsky
coords (more perf)
2017-12-01Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky
pre pass, does some speed up to scenes using triplanar.
2017-11-30Fix wasapi going silent when number of channels are not supportedMarcelo Fernandez
2017-11-30Stop particles resetting on pause.MillionOstrich
2017-11-30Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky
library to open extra libraries.
2017-11-28disable caching for targets using helper functionsRhody Lugo
2017-11-28use the same cache for all branches for appveyorRhody Lugo
2017-11-27Added interpolation modifiers to shaderlangScayze
2017-11-26Merge pull request #13317 from akien-mga/custom_user_dirRémi Verschelde
Allow customizing user:// path (folder in OS::get_data_path())
2017-11-26Merge pull request #13290 from Chaosus/projectionfixRémi Verschelde
Fix invalid transform when skip_vertex_transform used
2017-11-26Merge pull request #13264 from zatherz/feature/projectsettings_limitsJuan Linietsky
Add range to anisotropic filter level
2017-11-26Fixed invalid transform when skip_vertex_transform usedChaosus
2017-11-26Merge pull request #13277 from DoctorAlpaca/masterJuan Linietsky
Fix particle preprocessing
2017-11-26Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky
Onion skinning
2017-11-26Allow customizing user:// path (folder in OS::get_data_path())Rémi Verschelde
This allows to specify any valid folder name (including with subfolders) to use as user:// on all platforms. The folder is constrained to the platform-specific OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to). Fixes #13236.
2017-11-27Fix shader compilation fail on Androidvolzhs
Error message from logcat **ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed: 50:471: S0032: no default precision defined for parameter 'probe' At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-25-Fixed height fog (was broken)Juan Linietsky
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25Fix particle preprocessing. Fixes #12460.Eric Wiltfang
Remove an incorrect check likely left over from copying from the normal fixed_fps update case. Also makes sure that the preprocessing_time is always fully simulated, rather overshooting the mark than stopping early.
2017-11-25Fix build on macOS and Android after bc2e8d99Rémi Verschelde
2017-11-25Add range to anisotropic filter level (1 to 16 with integer steps)Zatherz
2017-11-25Completed bc2e8d99e5ae0dbd69e712cc71da3033f5f30139 so that windows can be builtIndah Sylvia
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-19Ability to change indirect light energy.Juan Linietsky
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-20Merge pull request #13051 from akien-mga/check-gles3-supportRémi Verschelde
Check whether GL context supports the expected API
2017-11-19Visual Studio project creation bug fixRoyBerube
A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project. This will only affect builds that use the 'vsproj=yes' option.
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-19Check whether GL context supports the expected APIRémi Verschelde
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-17Merge pull request #12982 from tagcup/aabb_renameRémi Verschelde
Rename Rect3 to AABB.
2017-11-17Merge pull request #12924 from vnen/light-shaderJuan Linietsky
Enable light shaders when light variables are used
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-17Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, ↵andrzej.buczynski
issue #11416
2017-11-14Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky
2017-11-14Enable light shaders when light variables are usedGeorge Marques