Age | Commit message (Collapse) | Author |
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added documentation.
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This is a straight copy-paste of the code from
`drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the
same restrictions as the GLES3 implementation: it only works
on desktop platforms as they use OpenGL instead of OpenGL ES.
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Pass by reference to const
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Fixes minor issues found by static analyzer
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For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
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When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.
Fixes #30317
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Explicitly set a channel map when initialising the Pulseaudio stream.
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It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
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Scale vertex lit lights by environment scale
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Fix some editor crashes
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Remove unnecessary code and add some error explanations
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Replace ` + "/" + ` with `String::file_add()`
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Disable SO_NOSIGPIPE socket option when avaiable.
Use MSG_NOSIGNAL send flag on systems that support it.
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Remove redundant code, possible NULL pointers and others
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Properly set emitting when particles restart
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Multicast, more network interfaces info
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Allow getting interfaces names and assigned names.
On UWP this is not supported, and the function will return one interface
for each local address (with interface name the local address itself).
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Remove always true/false values
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PNG driver reworked to use libpng 1.6 simplified API
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Wrapped libpng usage in a pair of functions under PNGDriverCommon,
which convert between Godot Image and png data.
Switched to libpng 1.6 simplified API for ease of maintenance.
Implemented ImageLoaderPNG and ResourceSaverPNG in terms of
PNGDriverCommon functions.
Travis, switched to builtin libpng (thus builtin freetype and zlib also)
so we can build on Xenial.
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Unexpose subclasses of ResourceFormatLoader and -Saver
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ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
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Fixes crash with rigged meshes on some OpenGLES2 devices
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Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.
This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.
Fixes #28298
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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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