Age | Commit message (Collapse) | Author |
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Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.
As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html
- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
default, this includes the value of $CCFLAGS, so that setting
$CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
included in any command that uses the C preprocessor, including not
just compilation of C and C++ source files [...], but also [...]
Fortran [...] and [...] assembly language source file[s].
TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
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Small fixes, mostly duplicated code
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Fixed bug in computing mip maps from screen texture
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Fix jump over uninitialized value in OS Unix/X11
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Fix hint_range for GLES2 shader uniforms
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Fix File switching between reading and writing, opened with READ_WRITE on Windows
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Respect keep_3d_linear when transparent_bg is on.
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Remove ContextGL
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Add option to have viewport render into supplied texture (VR)
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Bug introduced in #26343 where `(float *)` was mistakenly converted
to `(uint8_t *)`, so we were getting `2` instead of `8`.
Fixes #27705.
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Fix default mix rate in Xaudio2 and potential shadowing issue in JAndroid.
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Add Open Asset Importer to Godot.
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Capitalise drive letters
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FBX support and MMD (pmx) support.
Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX.
Maya FBX Stingray PBS support.
Importing FBX static meshes work.
Importing FBX animations is a work in progress.
Supports FBX 4 bone influence animations.
Supports FBX blend shapes.
MMDs do not have an associated animation import yet.
Sponsored by IMVU Inc.
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Added GLES2 RenderStorage Info calculations.
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When transparent_bg is on, or the render target is too small,
Godot would skip postprocessing and disregard keep_3d_linear.
This fixes #26817.
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To allows use read and write anytime and in any order
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Fix -Wnon-virtual-dtor warnings.
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And remove 2 warnings from warnings=extra.
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Example of the warning:
./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
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Keep DEPTH from causing compile error in GLES2
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- Cleaned up and improved the code determining when we need to use a depth
prepass (previously it wasn't executed in certain cases even if it was
needed)
- Added code to prepare and bind the depth texture even when no depth prepass
or MRTs (more precisely effect buffers) are used
Fixes #25870, #25535, and #25387.
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Proper counting code has been added to update info struct.
Extra: Added the render_info_capture calculations.
Fixes: #27273
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This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4.
This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
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Do NOT use "[vertex]" in a comment...
Kids, don't try to learn OpenGL on a production branch right before
a stable release.
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To avoid reintroducing bugs as I did in #26928 and #26932.
texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
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This reverts commit f5f565e3e49eecde9ed3b05913747a50d54b7357.
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This reverts commit 8c2d38152fbf41ca9c8a8f9b381b8d271f7f54d3.
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These can't be done after any non-preprocessor token.
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GLES2: Ensure extension checks for texture2DLod
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In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.
Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
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Matches how other application like to display the drive letters
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