Age | Commit message (Collapse) | Author |
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(cherry picked from commit 8d010b44c16766331aa92e1a45a03a4cef1466e0)
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(cherry picked from commit 71ee65dc5701a0675ae6b1879a694a28c7206a63)
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(cherry picked from commit e35bbd76a314aeabf9aae79cd20bca4d9c4241a9)
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Use a temporary framebuffer for screen copy from rendertarget to screen.
This solves GLES3 rendering in android studio emulator (before this change there is just a black screen)
Based on discussion in:
https://github.com/godotengine/godot/issues/74828
(cherry picked from commit 5956aa1a6a7df8b098a12a585f5541042ee1cc6e)
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Changed windows file access file to check for path length and use the \\?\ long format when needed
(cherry picked from commit 59f04e16b87ed5ce013c4ed184fdac796d814dc8)
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This brings the overall class reference completion percentage from 87% to 92%.
(cherry picked from commit 5056c427d32218e85ad79d51788fa7583d48e293)
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(cherry picked from commit d4c46f15ae9f0cbc42151dc045f4435997576176)
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(cherry picked from commit 09aa1bbdb3c9dc4891a192854636a4e33ccd46bc)
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project settings.
We'll default to a sensible value in the case that a user has
somehow managed to modify the configuration file incorrectly.
Closes 69819
(cherry picked from commit 5a08091168782a924cd3a23baf31c5cd4cd63906)
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(cherry picked from commit 882b8692204e8db465670dbb3150a848197ad576)
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(cherry picked from commit 83dc545ea2599458fab4f4aaf46ab61d8ca98fbd)
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(cherry picked from commit 6229c2a1f99135b841ce43f2728b4ac35a9b1938)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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renderer
(cherry picked from commit ed0c378bda98d41288c0f9eeb31707590853e215)
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(cherry picked from commit 5062df41a5fbb42d99e08817e19eb6a82c0464d2)
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This ensures that Particles and MultiMeshes still draw when instance_count is 1
(cherry picked from commit 579ca03e885f294b2d430a3550693b43d58d4f64)
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(cherry picked from commit c9d2bc91aace984b0c5fc1fcfa5b68e0a33e2ef6)
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(cherry picked from commit f23f0a27c11334c73b09ce86add8a6511010696f)
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backend
(cherry picked from commit 98697b05d86b0bc81a950278be7aaafcdcfa7f82)
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are visible
(cherry picked from commit f25508befb4f0358ba8a8aaa35cdee4d9c20637c)
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(cherry picked from commit 06a1fe03644c57256b90b2840db1ef902187145a)
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RenderingDevice texture update
(cherry picked from commit 06042a23b676c36f0afc1f3696d52cd60e79dc80)
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OpenGL3 renderer
(cherry picked from commit 46b416f3b1376c78e3ad8c8cd05e619f7b01f407)
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(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
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Fix use-after-free for VkAttachmentReference
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Use the original canvas to calculate light positioning
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Fix wobbly sky in stereoscopic OpenGL
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Fix issue with clearing screen after part has been drawn
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In the flow where VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME does not exist
VkAttachmentReference are created inside a loop and their backing buffer is referenced in the subpass object.
the VkAttachmentReference vectors are freed once the loop exists, causing the subpass to point to freed data.
Add all the VkAttachmentReference to a vector in the scope of the entire function, to ensure they are not freed until vkCreateRenderPass is called
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According to the docs:
https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGetSynciv.xhtml
Bufsize is in integers, not bytes.
The current code overflows data unto other stack variables.
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Avoid unnecessary binding of occlusion polygon vertex array
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By binding this and unbinding it, the state was getting modified in other parts of the pipeline
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This commit ensures a known backface culling state when rendering, even
if no depth prepass is used. This fixes backside culling not being
applied properly in some situations, most notably in scenes that only
use backside culling on mobile platforms.
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[Linux] Make SO wrapper usage optional.
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Avoid branch in half2float in gl_compatibility renderer
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Notify mesh surface when render_priority changes
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Store blend mode between CanvasItems to preserve batching
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This ensures that the mesh properly takes render_priority into account when changed
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Fix various missing rendering parameter checks
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Styling fix
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