Age | Commit message (Collapse) | Author |
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The misterious windows networking stack...
Using connect instead of WSAConnect causes socket error 10022 under
certain conditions.
See: https://github.com/godotengine/webrtc-native/ (issue 6)
Having to guess, code path for connect is different then WSAConnect with
NULL extra parameters.
The only reference about weird error with this code mentions something
called "Windows Filtering Platform" but windows internals are, as
always, obscure.
This might be something to try and report to Microsoft if anyone has the
time to spare with the likely outcome of being ignored.
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for macOS CI.
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GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
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Disable socket descriptor sharing with subprocs.
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Optional Unix Socket disable for devices that do not support it
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texture resolution
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
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On Unix systems, sockets are like file descriptors, and file descriptors
are usually shared among child processes.
This means, that if we spawn a subprocess (or we fork) like we do in the
editor, open file descriptors will leak to the new process.
This causes issue with sockets as they might remain open and bound
(listening) when the original process closes.
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Add canvas background mode to GLES2
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Remove glViewport call as it wasnt needed and caused crash GLES2
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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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texture resolution..
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
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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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