Age | Commit message (Collapse) | Author |
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Fix reflection probe crash in GLES2 with post-processing
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IP: Fix build error on UWP
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Fixes this error:
```
drivers\unix\ip_unix.cpp(155): error C2593: 'operator =' is ambiguous
.\core/ustring.h(177): note: could be 'void String::operator =(const CharType *)'
.\core/ustring.h(176): note: or 'void String::operator =(const char *)'
drivers\unix\ip_unix.cpp(155): note: while trying to match the argument list '(String, int)'
```
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Updated documentation accordingly.
Fixes #31881.
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Added some obvious errors explanations
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Throw error when canvas background is used without sample buffer
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
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Changed some code found by Clang Tidy and Coverity
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fix gles2 broken panorama sky on oculus quest
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This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
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Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
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Fix gles3 shader uniform vec3 error
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Create shadow_vec for altering shadow computation
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In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
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Don't clamp color to [0, 1] in Linear tonemapping
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Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range
in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in
floating point texture targets (via Viewport) for further processing or saving high
dynamic range data into files. This only works when no color conversion is active.
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Fix skip_vertex_transform bug in GLES2 CPUParticles
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Implemented inverse shader function to GLES2
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Apparently MSVC is happy with ENOENT without it, but MinGW seems to
require it.
Follow-up to #31499.
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Setting project metadata doesn't fail when project_metadata.cfg doesn't exist
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EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)
Fixes #31444
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changed the constant scale of cube_normal to -1.0 instead of -1000000…
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Fix ternary operator shader compiler expression
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this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
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The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244.
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Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
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DOF can effect transparent objects now,
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IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
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