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2017-09-05Fix directional vertex shaded light which was using normal instead of light ↵Juan Linietsky
color, closes #10608
2017-09-05Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky
2017-09-05Merge pull request #10990 from MednauN/unshaded-fixRémi Verschelde
Fix unshaded materials render
2017-09-05Fix unshaded materials renderEvgeny Zuev
2017-09-05Automatically redraw when shaders using TIME are visible, fixes #10554Juan Linietsky
2017-09-04Fix opaque pre pass, closes #10472Juan Linietsky
2017-09-05Merge pull request #10986 from hpvb/fix-unix-file-openRémi Verschelde
Fix UNIX file open
2017-09-05Fix UNIX file openHein-Pieter van Braam
In #10973 I refactored FileAccessUnix::_open() but I accidentally made it impossible to create new files. This fixes that and fixes #10984
2017-09-05Merge pull request #10973 from hpvb/fix-file-access-unixRémi Verschelde
Make UNIX file access more correct
2017-09-05Merge pull request #10974 from henkz1/gles-10963Rémi Verschelde
Don't compare float to int
2017-09-04Merge pull request #10883 from supagu/symlink2Rémi Verschelde
Another take at fixing symlinks
2017-09-04Make UNIX file access more correctHein-Pieter van Braam
Check for errors in the POSIX recommended ways.
2017-09-04Don't compare float to intHenrik Andersson
2017-09-03Added transmission shader parameter.Juan Linietsky
2017-09-03Another take at fixing symlinksFabian Mathews
2017-09-02Merge pull request #10858 from letheed/add-shadow_filter-variantRémi Verschelde
add shadow_filter variant PCF7
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
Fix signed and unsigned comparisons
2017-09-01Merge pull request #10775 from marcelofg55/buffersize_fixesRémi Verschelde
Corrections to audio buffer size calculations
2017-09-01Fix some argument ordering, closes #10010Juan Linietsky
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01Corrections to audio buffer size calculationsMarcelo Fernandez
2017-09-01Fix files headerPoommetee Ketson
2017-09-01add shadow_filter variant PCF7letheed
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-31Merge pull request #10305 from H4kor/gles3Juan Linietsky
Fixes a bug in multimesh_instance_get_color
2017-08-31Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transposeRémi Verschelde
Implement texture UV transpose in the gles3 renderer
2017-08-31Merge pull request #10624 from letheed/masterRémi Verschelde
Fix shadow filter pcf5 implemented as pcf7
2017-08-30Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky
2017-08-29Changed bools to uint32_t as this may be a compiler bug..Juan Linietsky
2017-08-29-Fixed screen edge SSAO filter, fixes #9678Juan Linietsky
-Raised the SSAO limits, making the effect a lot more useful -Still pending to enable tresholding to avoid some hollow places
2017-08-29removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky
instruction, fixes #9677
2017-08-29Implement texture UV transpose in the gles3 rendererBojidar Marinov
Now tilemap rotations work again \o/
2017-08-29Merge pull request #10552 from RandomShaper/improve-posixRémi Verschelde
Improve Mac/UNIX conformance/reliability
2017-08-28Merge pull request #10683 from marcelofg55/rtaudio_buffer_fixRémi Verschelde
Fix RtAudio driver buffer_size incorrect calculation
2017-08-28Merge pull request #10692 from marcelofg55/wasapi_driverRémi Verschelde
Added new WASAPI driver for Windows
2017-08-28Merge pull request #10662 from hoelzl/python3-v3Rémi Verschelde
Make build scripts Python 3 compatible
2017-08-27-Moved script run to editor, removed from projectJuan Linietsky
-fixed to code completion -fix shader crash bug reported by tagcup
2017-08-27Make build scripts Python3 compatibleMatthias Hoelzl
- The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Added new WASAPI driver for WindowsMarcelo Fernandez
2017-08-27Fix RtAudio driver buffer_size incorrect calculationMarcelo Fernandez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Added/Fixed null pointer checksWilson E. Alvarez
2017-08-26-Massive clean up to gizmosJuan Linietsky
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
2017-08-25Fixed opaque unshaded materials, they go through the regular opaque render ↵Juan Linietsky
list, closes #9917
2017-08-25fix shadow filter pcf5 implemented as pcf7letheed
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24Implement custom thread numbering for POSIXPedro J. Estébanez
For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage. Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
2017-08-24Make OS::delay_usec() more reliable on UNIXPedro J. Estébanez
Implemented with `nanosleep()`. `usleep()` is deprecated. Also loops to ensure that __at least__ the requested time is waited, accounting for spurious interruptions. May help in situations like reattempting to connect to the debugger.