summaryrefslogtreecommitdiff
path: root/drivers
AgeCommit message (Collapse)Author
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-13A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle
2018-06-05Set SO_BROADCAST socket option for UDP sockets.Fabio Alessandrelli
2018-05-31Style: Apply clang-format (5.0) to some missed filesRémi Verschelde
2018-05-27Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixesBastiaan Olij
Fixed generating radiance texture when using viewport texture for sky
2018-05-26Merge pull request #18279 from RandomShaper/allow-naive-httpMax Hilbrunner
Allow body-up-to-EOF HTTP responses
2018-05-26Merge pull request #18884 from bojidar-bg/17698-screentex-bugMax Hilbrunner
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
2018-05-22Allow body-up-to-EOF HTTP responsesPedro J. Estébanez
Implements the same heuristic as Curl (and web browsers): if no `Content-Length`, no `Connection: keep-alive` and no chunked transfer encoding, assume th rest of the data until EOF is the body, gracefully setting the HTTP client back to the disconnected state. Theoretically, this is not compliant with HTTP 1.1, by which `keep-alive` is the default, but in practice, an explicit header is sent by servers.
2018-05-19Fixed generating radiance texture when using viewport texture for skyBastiaan Olij
2018-05-18Fix UWP build after #14622.bruvzg
2018-05-18Fixes issue that a viewport texture doesn't work with particle shaderBastiaan Olij
2018-05-15Fix a corner-case bug in _copy_texscreen in the gles3 rendererBojidar Marinov
Fixes #17698
2018-05-15Merge pull request #18798 from jfaust/bugfix/scene-import-on-server-platformRémi Verschelde
Fix two issues preventing model import from working properly when platform=server
2018-05-15Merge pull request #18680 from Gamblify/DummyTextureLoaderRémi Verschelde
Dummy texture importer
2018-05-11Fix scene import when platform=serverJosh Faust
Adds code in RasterizerStorageDummy to store off mesh surface information, rather than just throwing it away. Without this, all surface arrays were just defaulting to empty when the packed scene was written.
2018-05-11Fix Linux/X11 build on ARMs.bruvzg
2018-05-10Implement missing methods in dummy rasterizerFabio Alessandrelli
2018-05-09Dummy texture importerGustav Lund
Added a dummy importer for textures to use with the server platform. Allows for running a project in headless mode without crashing when loading scenes containing textured objects Also as a result decreases load time as no image files have to be loaded.
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-05-07Local debugger fixes and extensionsBlazej Floch
- Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
2018-05-07Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky
Added flag on SpatialMaterial to disable shadows
2018-05-07Merge pull request #18159 from ShyRed/viewportskyJuan Linietsky
Fix binding of ViewportTexture to Sky
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-05-07Merge pull request #18677 from BastiaanOlij/add_no_blendJuan Linietsky
Add no-blend canvas item render_mode
2018-05-07Add no-blend canvas item render_modeBastiaan Olij
2018-05-07Merge pull request #18524 from BastiaanOlij/keep_3d_linearJuan Linietsky
Added option to viewport to keep linear color
2018-05-07Resume audio on iOS after phone call or alarmRuslan Mustakov
When a phone call or an alarm triggers on iOS, the application receives an "audio interruption" and it's up to the application to resume playback when the interruption ends. I added handling for audio interruptions same as if the game is focused out and then back in.
2018-05-06Added option to viewport to keep linear colorBastiaan Olij
2018-05-04Skeletal deform workingJuan Linietsky
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-05-03Merge pull request #16359 from Noshyaar/convertRémi Verschelde
Particles: fix corrupted scene when saved after convert
2018-05-03Fix delay in rename_error windows save loop, should be 100msec, not 1secRobin Hübner
2018-05-03Merge pull request #18372 from Gamblify/largePckFixRémi Verschelde
Fix for large .pck files
2018-05-03Fix for large .pck filesGustav Lund
An error in unix file IO was causing crashes when getting the size of a file larger than max integer size As ftell returns a long the fix is trivial
2018-05-01Prevent PulseAudio driver to lock its mutex for too longMarcelo Fernandez
2018-05-01Merge pull request #18334 from Faless/coverity_netRémi Verschelde
Various coverity scan fixes, WS FreeBSD fixes
2018-05-01Merge pull request #18321 from Crazy-P/Fixes-logically-dead-codeRémi Verschelde
Fixes logically dead code (Coverity)
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-04-28GDNative Unix: fix shared lib loading, dlopen expects leading ./ to ↵Robin Hübner
interpret as relative path.
2018-04-22Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio
2018-04-21Fixes logically dead code (Coverity)Crazy-P
Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
2018-04-21Various coverity scan fixes for networkingFabio Alessandrelli
Fix FreeBSD websocket compilation error
2018-04-20Merge pull request #18316 from Noshyaar/httpMax Hilbrunner
[DOCS] add HTTPRequest.request return values
2018-04-20[DOCS] add HTTPRequest.request return valuesPoommetee Ketson
2018-04-18Fix case mismatch check on WindowsRémi Verschelde
@reduz pushed the old 44989bc95754b40f4c00f10db43ed91f64a3e475 commit today which he had forgotten in his local clone, and apparently it does not compile. Also fixed style.
2018-04-18Test and warn of case mismatch on WindowsJuan Linietsky
Will throw a warning when a file is opened with a different case than what is stored on the Windows filesystem.
2018-04-18Merge pull request #17391 from PJB3005/18-03-09-fix-canvas-light-shadersRémi Verschelde
Fixes canvas light shaders.
2018-04-15Fixed high cpu usage with PulseAudioMarcelo Fernandez
2018-04-13Fixes canvas light shaders.Pieter-Jan Briers
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
2018-04-12Fix binding of ViewportTexture to SkyShyRed
In order to the get the actual rendered image from a ViewportTexture the sky needs to access the proxy texture.