Age | Commit message (Collapse) | Author |
|
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
|
|
Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
|
|
They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
|
|
Add a rename for shader LIGHT built-in, Fix bug #14537
|
|
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
|
|
Fix usage of signed type in skeleton shader
|
|
|
|
Closes #5536.
|
|
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used.
Fixes #12804.
|
|
This lets the empty "Global" category disappear again.
Also silence a debug print.
|
|
-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
|
|
Added interpolation qualifiers to shaderlang
|
|
Stop particles resetting on pause.
|
|
perfect, closes #13986
|
|
|
|
|
|
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
|
|
|
|
|
|
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
|
|
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
|
|
coords (more perf)
|
|
pre pass, does some speed up to scenes using triplanar.
|
|
|
|
|
|
library to open extra libraries.
|
|
|
|
|
|
|
|
Allow customizing user:// path (folder in OS::get_data_path())
|
|
Fix invalid transform when skip_vertex_transform used
|
|
Add range to anisotropic filter level
|
|
|
|
Fix particle preprocessing
|
|
Onion skinning
|
|
This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes #13236.
|
|
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.
|
|
Remove an incorrect check likely left over from copying from the
normal fixed_fps update case.
Also makes sure that the preprocessing_time is always fully simulated,
rather overshooting the mark than stopping early.
|
|
|
|
|
|
|
|
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.
|