Age | Commit message (Collapse) | Author |
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Add an option to disable boot splash filtering
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CameraServer class
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Disabling filtering is usually desired in projects using a pixel art style.
This closes #19415.
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Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0.
JS can now build with `werror=yes warnings=extra`.
MinGW64 still has a few warnings to resolve with `warnings=extra`,
and only one with `warnings=all`.
Part of #29033 and #29801.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Fix write outside array in mesh_add_surface
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Added constant support to shaders
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Small fixes to unrechable code, possibly overflows, using NULL pointers
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Add missing license headers
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Make `fix_headers.py` script compatible with Python 3.
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Use def ANDROID_ENABLED so android features are not included in web builds
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builds
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This makes exporting from Windows to Linux work again.
This closes #29416.
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Co-authored-by: DavidSichma <sichmada@gmail.com>
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Mute errors on surface->index_array_len == 0 in the GLES3 renderer
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Separate culling state management from material state in GLES2
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Improve SSAO performance and quality
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Issue introduced in #28796.
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Fix radiance map settings
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Use highp precision in the gles2 fragment shader if available
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This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.
This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
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The use of different default precision values (highp in vertex; mediump
in fragment) for uniform variables caused the shader program to not link properly on some android
devices/emulators.
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Fix "no depth test" and render_priority sorting
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GLES2: Allow Viewports to render directly to screen
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Implement shadow to opacity
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add const to methods that return literals
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Added radiance when using clear color
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Fixes bug when setting projection matrix in shader GLES2
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Added MSAA to GLES2 backend
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Fix SHADOWS_DISABLED flag in GLES2
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If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:
First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).
Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.
To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
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Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
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