Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
-Gizmos work again
|
|
|
|
|
|
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
|
|
general
|
|
GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
|
|
|
|
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
|
|
Add compatibility with old OpenGL 2.1 drivers
|
|
Fixes in Theora SCsub
|
|
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
|
|
- properly pass x86 assembly define to the compiler,
- don't compile unnecessary/encoder files.
|
|
Don't crach when OpenGL version is unsupported
|
|
SuperUserNameMan/windows_compile_with_standalone_msvc
scons detects standalone MSVC on Windows
|
|
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).
|
|
|
|
If ARB_framebuffer_object is not supported, try to fall-back to
EXT_framebuffer_object if present.
In current version of godot, the way framebuffers are used is backward
compatible with the older EXT_framebuffer_object extension.
Fixes #6591
Done with SuperUserNameMan
|
|
reassigned a value before the old one has been used.
|
|
Vorbis: Don't compile unnecessary encoder files
|
|
Expose additional light/shadow properties to canvas item shaders
|
|
Under Windows, Scons is now capable of detecting and compiling with
standalone MSVC compilers (aka "Visual C++ Build Tools").
http://landinghub.visualstudio.com/visual-cpp-build-tools
Tried with version 2015, and native x86 and x64 compilers under
Windows 10 pro 64 and Windows 8.1 64, with the default Win8 SDK
provided by the "Visual C++ Build Tools" web-installer.
Follow the same compiling instructions than for compiling with Visual
Studio, except that Visual Studio is no more required.
KNOWN ISSUES :
- ``methods.detect_visual_c_compiler_version()`` will emit a warning message
on computers where the ``VSINSTALLDIR`` environement variable is not present.
But it should compile just fine and still automatically detects the 32 or
64 bits according to the compiler you picked.
TODO :
- eventually, update ``platform/winrt/dectet.py`` with function
``methods.msvc_is_detected()`` and try to compile winrt/UWP with
these standalone compilers (if you did not select Win10 SDK when
installing the standalone tools, you can run it again).
- update doc to make users aware of "Visual C++ Build Tools" aka
"stadalone MSVC".
- eventually, update ``methods.detect_visual_c_compiler_version()``
|
|
|
|
Fix some more warnings
|
|
Implements Y billboard
|
|
Fix the support for WinRT/UWP
|
|
|
|
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
|
|
- Use OPENSSL_ENABLED definition to the whole source to detect it
anywhere.
- Add WinRT/UWP template files with manifest and default images.
|
|
- Patch enet code.
- Patch OpenSSL code and add shims for unavailable API.
- Add extra definition header for Freetype.
|
|
- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
|
|
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
|
|
|
|
|
|
|
|
Y billboard wasn't hooked up. This commit implements it.
|
|
The engine will still segfault, but the error message should be displayed by the
OS in a blocking manner, so that it will only crash once users have acknowledged
the error dialog.
Closes #1162.
|
|
The only differences we have with the upstream tarball are marked with
`// -GODOT-` comments for clarity. The changes we currently have are
just some defines for cross-platform configuration, and could likely be
moved to the SCons buildsystem (ideally in a sub-environment to avoid
having RtAudio-specific defines pollute the whole build log).
One change for WinRT was not kept, if it is needed it should ideally be
integrated upstream:
```
#if defined(__WINDOWS_DS__) || defined(__WINDOWS_ASIO__) || defined(__WINDOWS_WASAPI__)
-#ifdef WINRT_ENABLED
- #define MUTEX_INITIALIZE(A) InitializeCriticalSectionEx(A, 0, 0)
-#else
#define MUTEX_INITIALIZE(A) InitializeCriticalSection(A)
-#endif
```
|
|
Our only differences to the upstream distribution are:
- The `gz*.c` files are not included
- Z_PREFIX and Z_SOLO are defined in zconf.h
|
|
From https://github.com/richgel999/rg-etc1
|
|
The only diffs to the upstream sources are to be found in `include/ft2build.h`
and `include/freetype/config/ftoption.h`.
|
|
Also sort sources alphabetically for clarity.
|
|
The Godot specific changes to ftoption.h are indicated with a
`// -Godot-` comment for clarity.
See #5859 for details.
|
|
Multi-character character constants are implementation defined,
and therefore they are risky to use for use when trying to be compatible
with so many different platforms. Fixes #2540.
|
|
Part of #5031
|
|
Update webp driver to 0.5.1
|