Age | Commit message (Collapse) | Author |
|
Error message from logcat
**ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed:
50:471: S0032: no default precision defined for parameter 'probe'
At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
|
|
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
|
|
|
|
|
|
wrong function,
leading to unnecesary copy on writes and reduced performance.
|
|
And make it configurable, too.
|
|
|
|
Add support for XDG Base Directory spec
|
|
Check whether GL context supports the expected API
|
|
A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project.
This will only affect builds that use the 'vsproj=yes' option.
|
|
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
|
|
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves
as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
|
|
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
|
|
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
|
|
Rename Rect3 to AABB.
|
|
Enable light shaders when light variables are used
|
|
Fixes #12973.
|
|
issue #11416
|
|
|
|
|
|
|
|
|
|
|
|
pixels.
|
|
It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
|
|
|
|
|
|
This was missed in #12288.
|
|
Expose VIEWPORT_SIZE in shader language.
|
|
Temporary workaround for #12277.
|
|
|
|
Fixes #11710.
|
|
|
|
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
|
|
|
|
Don't add clearcoat BRDF to specular light as-is.
|
|
BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
|
|
Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
|
|
Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
|
|
Fix the condition when specular light calculation is avoided (should …
|
|
|
|
|
|
|
|
DirAccessWindows: fix wrong path given to CreateDirectoryW, fixes #12019
|
|
|
|
platform
|
|
Fix viewport vflip
|
|
Use execvp instead of execv to allow OS.execute() to search through PATH.
|
|
|
|
roughness == 1).
Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
|