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2018-08-11Merge pull request #19106 from SaracenOne/audio_micRémi Verschelde
[WIP] Experimental microphone support
2018-08-10Revert "added get_creation_time function for gdscript"Juan Linietsky
2018-08-10Merge pull request #18914 from notwarp/masterJuan Linietsky
added get_creation_time function for gdscript
2018-08-08Fix mat4 uniform writesMarcin Zawiejski
2018-08-08Merge pull request #20805 from karroffel/gles2-misc-fixesThomas Herzog
unhacking some GLES2 code
2018-08-08GLES2 refactorsThomas Herzog
This commit unhacks some parts of the 3D rendering. Most notably: - possibility to use negative texture units (no longer weird manual index allocation for user samplers) - refactoring of light code, now sorts in a different way, should yield better performance - fixes a crash while saving (because of "Illegal instruction" execution) when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08Merge pull request #20681 from DavidSichma/masterJuan Linietsky
Keeping track of discard
2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
2018-08-06Added proper import support for 3D and Array texturesJuan Linietsky
2018-08-06Merge pull request #20597 from karroffel/tex3dJuan Linietsky
add 3D textures
2018-08-04Fix uniform set for mat3 and mat4Marcin Zawiejski
2018-08-02Keeping track of discardDavid Sichma
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard.
2018-07-30add 3D texturesThomas Herzog
2018-07-29Clear color was not correctly being set, fixes #4939Juan Linietsky
2018-07-27Merge pull request #7 from marcelofg55/audio_mic_mf2SaracenOne
Added support for single channel inputs for PulseAudio
2018-07-27Added support for single channel inputs for PulseAudioMarcelo Fernandez
2018-07-27Added pointer to WASAPI input_buffer_write method.Saracen
2018-07-27Renamed AudioDriver audio_input_* vars to input_*Marcelo Fernandez
2018-07-27Added support for single channel inputs for CoreAudioMarcelo Fernandez
2018-07-27Implemented capture device selection for PulseAudio (marcelofg55)Saracen
2018-07-27Reset audio input during render device change to keep synchronisation.Saracen
2018-07-27Fixed audio clipping on WASAPI by fixing argument order on AudioClientSaracen
Initialize method ensuring a larger capture buffer and adding bounds to the capture and stream.
2018-07-27Fix single channel capture devices on WASAPI.Saracen
2018-07-27Fixed device capture switching for WASAPI driverMarcelo Fernandez
2018-07-27Implemented capture device selection for CoreAudioMarcelo Fernandez
2018-07-27Modified Microphone implementation to handle only one device at a time (WIP)Marcelo Fernandez
2018-07-27Fixes for microphone clipping and latency (marcelofg55)Saracen
2018-07-27Experimental microphone support.Saracen
2018-07-27add initial GLES2 3D rendererkarroffel
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25Merge pull request #20448 from volzhs/duplicated-codeRémi Verschelde
Remove duplicated codes
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-25Remove duplicated codesvolzhs
2018-07-25Merge pull request #20154 from marcelofg55/midi_driverRémi Verschelde
Added a new MIDIDriver class
2018-07-24Removed unnecessary assignmentsWilson E. Alvarez
2018-07-23Merge pull request #12678 from AndreaCatania/softJuan Linietsky
Soft body
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-23correctly close handle in alsa audio driver.Ibrahn Sahir
2018-07-23Added some API to visual server so from control VRAM buffer is more easyAndreaCatania
2018-07-23fix disappearing lines in visual script editorMarcin Zawiejski
2018-07-22transmission was broken, fix was made. Also fixed treshold.Juan Linietsky
2018-07-22Fix opaque pre pass not casting shadowsJuan Linietsky
2018-07-22Merge pull request #20353 from dragmz/gles2_redundantRémi Verschelde
Remove redundant uniform set call
2018-07-22remove redundant uniform set calldragmz
2018-07-22initialize texture shrink to false by defaultdragmz
2018-07-22Shader lang: Properly assign INSTANCE_ID to gl_InstanceIDRémi Verschelde
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088.
2018-07-21Added a new MIDIDriver classMarcelo Fernandez
2018-07-19-Project/Editor settings now use new inspectorJuan Linietsky
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
2018-07-18Style: Format code with clang-format 6.0.1Rémi Verschelde
2018-07-17Add disable ambient light flag to shaders and materialsAlex Roman