Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-17 | Fixes to 2D lights, closes #24750 | Juan Linietsky | |
2019-01-16 | Ensure texture hints are obeyed, fixes #24875 | Juan Linietsky | |
2019-01-15 | Ensure canvas copy texscreen will not crash if render target is configured ↵ | Juan Linietsky | |
without copy buffers. Closes #24749. | |||
2019-01-15 | GLES2: Fix typo in project setting | Rémi Verschelde | |
It used a different name than the equivalent GLES3 parameter. | |||
2019-01-14 | Use GLES2 approach to vertex shading in GLES3, which has been more ↵ | Juan Linietsky | |
developed. Fixes #21852 | |||
2019-01-14 | Implement black margins in GLES2, which was missing, fixes #24556 | Juan Linietsky | |
2019-01-14 | GLES2: Make Nvidia flicker workaround opt-in | Rémi Verschelde | |
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466. | |||
2019-01-14 | Was not properly re-setting light uniforms, fixes #24976 | Juan Linietsky | |
2019-01-14 | Do not use the workaround for desktop nvidia on mobile and html5. | Juan Linietsky | |
2019-01-11 | GLES2: Clarify why we exclude debug code on iOS | Rémi Verschelde | |
Supersedes and closes #24873. | |||
2019-01-10 | Consistency in resource format saver/loader de-registration | Rémi Verschelde | |
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()', and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already (which shouldn't happen since we're only unregistering things that we previously registered. Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative, missed in #20552 which was last amended before #19501 was merged. | |||
2019-01-07 | Merge pull request #24301 from marcelofg55/default_device_pulseaudio | Rémi Verschelde | |
PulseAudio driver will now change the device if the default system device changes | |||
2019-01-07 | Fix background color rendering on GLES2 (linear should not be used) | Juan Linietsky | |
2019-01-06 | Change blend equation for canvasitems | Daeil Kim | |
2019-01-04 | Merge pull request #24568 from Shinryuuji/fix-wrong-texture-array-target | Rémi Verschelde | |
Fix wrong default target for sampler2DArray | |||
2019-01-04 | Merge pull request #24539 from BastiaanOlij/override_gl_position | Rémi Verschelde | |
Override GL_position | |||
2019-01-04 | Merge pull request #24575 from nekomatata/android-curve-texture | Rémi Verschelde | |
Fixed CurveTexture with GLES3 on Android | |||
2019-01-02 | Fix negative size rectangle drawing | Marcin Zawiejski | |
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left). | |||
2019-01-01 | Merge pull request #24687 from DavidSichma/draw-rect-rot | Rémi Verschelde | |
fix draw_rect rotation | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2019-01-01 | Fix missing/malformed license headers | Rémi Verschelde | |
2018-12-31 | fix draw_rect rotation | David Sichma | |
2018-12-30 | Fixed CurveTexture with GLES3 on Android | PouleyKetchoupp | |
2018-12-30 | Merge pull request #24661 from humblers/fix-unshaded-gles2 | Rémi Verschelde | |
Fix unshaded light mode on GLES2 | |||
2018-12-30 | Merge pull request #24653 from avril-gh/fixes-syntax-error-in-scene-glsl | Rémi Verschelde | |
fixes glsl syntax error | |||
2018-12-30 | Change unshaded logic to match with GLES3 | Daeil Kim | |
2018-12-29 | fixes glsl syntax error | Avril | |
2018-12-29 | Override GL_position | Bastiaan Olij | |
2018-12-29 | Fix texture type not being initialised | Bastiaan Olij | |
2018-12-27 | -Implented 2D Mesh support for GLES2 | Juan Linietsky | |
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839 | |||
2018-12-23 | Fix wrong default target for sampler2DArray | Shinryuuji | |
2018-12-21 | Fixed fragment shader compilation error on android (S0001: Cannot compare ↵ | PouleyKetchoupp | |
'float' with 'int') | |||
2018-12-21 | GLES2: Define 'lowp' for OpenGL 2.1 | Rémi Verschelde | |
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0, and while OpenGL 3.3 defines them for compatibility (but without practical effect), they're missing from OpenGL 2.1, so we define them to prevent compilation errors. Fixes #24521. | |||
2018-12-21 | Reverse RGBA shadow test on GLES2 | Juan Linietsky | |
2018-12-21 | Further GLES2 fixes | Juan Linietsky | |
2018-12-21 | Fixes to framebuffer formats for GLES2, closes #24518 | Juan Linietsky | |
2018-12-20 | Remove usage of VAO, which does not work in GLES2 | Juan Linietsky | |
2018-12-20 | Merge pull request #24499 from akien-mga/android-thirdparty | Rémi Verschelde | |
Android: Better identify thirdparty C/C++ code | |||
2018-12-20 | Support lights and shadows in GLES2, fixes #21853 | Juan Linietsky | |
2018-12-20 | Android: Better identify thirdparty C/C++ code | Rémi Verschelde | |
- The `cpu-features.{c,h}` code was only used by chance by the webm (libvpx) code, so I moved it there. It was actually introduced before that and wasn't in use, and libvpx just happened to be able to compile thanks to it being bundled. It could potentially be compiled on the fly from the Android NDK, but since we plan to replace the webm module by a GDNative plugin in the near future, I went the bundling route. - `ifaddrs_android.h` is already provided in the Android NDK as `ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we up the min API level to 24, where `getifaddrs` is first defined. I moved the files to `thirdparty/misc` and synced them with upstream WebRTC (only indentation changes and removal of `static` qualifiers). Also removes dropped thirdparty files from COPYRIGHT.txt after changes in #24105 and #24145. | |||
2018-12-20 | Merge pull request #24485 from volzhs/system-time-ms | Rémi Verschelde | |
Added OS.get_system_time_msecs() | |||
2018-12-20 | Added OS.get_system_time_msecs() | volzhs | |
2018-12-20 | Style: Fix formatting in GLES2 shaders | Rémi Verschelde | |
2018-12-20 | fix gles2 spotlight problem | Gitea | |
2018-12-19 | Properly support light shaders in GLES2, fixes #21651 | Juan Linietsky | |
2018-12-18 | Change how rects are drawn (and also will help batching eventually), to ↵ | Juan Linietsky | |
workaround problem in #9913 | |||
2018-12-18 | Reduce considerably the cubemap sizes on sky, to better match GLES3, fixes ↵ | Juan Linietsky | |
#21551 | |||
2018-12-18 | Actually respect the low quality cubemap filter on mobile, should fix ↵ | Juan Linietsky | |
crashes on mobile for #21551 but not sure on intel. | |||
2018-12-16 | Merge pull request #24366 from BastiaanOlij/adjust_sky_orientation | Rémi Verschelde | |
Adding option to re-orient our sky | |||
2018-12-16 | Merge pull request #24382 from BastiaanOlij/fix_highp_lens_gles2 | Rémi Verschelde | |
Fix highp issue in lens shader on gles2 |