Age | Commit message (Collapse) | Author |
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Part of #36132.
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BinomialLLC/basis_universal@895ee8ee7e04f22267f8d16d46de04d5a01d63ac.
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Remove deprecated methods and code
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GDNative: Make godot_int an int64_t
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Remove obsolete GLES3 backend
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
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Those keywords were deprecated for 3.1 in #22087.
Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
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Remove deprecated decimals builtin
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Redo of the change in cf8c679a23b21d6c6f29cba6a54eaa2eed88bf92
that caused a build issue, with the extra change needed to
'godot_arvr_blit'.
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Issues caused by cf8c679a23b21d6c6f29cba6a54eaa2eed88bf92.
The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).
The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
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32 bits.
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Optmized data sent during RPC and RSet calls.
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Fix hover symbol content position
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Replaced by 'step_decimals' in 3.2 via #21425.
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- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
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doc: Sync classref with current source
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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It was marked to be removed in Godot 3.1.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
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Also renames bu to basisu to be more explicit and match upstream name.
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Also drop unneeded files.
Fix build with MinGW. Closes #32384.
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Initial Vulkan support for macOS (MoltenVK) and Windows
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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Also, optimized shader compilation to happen on threads.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
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Prevents GCC compiler throwing: control reaches end of non-void function.
Prevents Visual Studio throwing C4715: not all control paths return a value.
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The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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Implement zooming using Ctrl + Mouse wheel in the GridMap editor
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touilleMan/gdnative-uses-godot_string_name-where-possible
Use StringName in pluginscript's set/get_prop and add_global_constant
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Make softbody completelly stiff to attachment point
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Use uint/ulong for Color in C#
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Avoid going out of bounds in IsSubsequenceOf
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