Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-21 | Stub out Vulkan context for iPhone | Sam Green | |
2020-02-21 | Add use_static_mvk option | Sam Green | |
2020-02-21 | Update detect.py | Sam Green | |
2020-02-21 | Resolve iOS and GLES compilation failures | Sam Green | |
2020-02-21 | Import the correct rasterizer based on build settings | Sam Green | |
2020-02-21 | Huge Debugger/EditorDebugger refactor. | Fabio Alessandrelli | |
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-20 | Remove unused driver/dummy/audio_driver_dummy.h | Twarit | |
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-14 | Remove incomplete battery status/power API | Rémi Verschelde | |
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770. | |||
2020-02-13 | Remove obsolete GLES3 backend | Rémi Verschelde | |
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! | |||
2020-02-12 | Fix startGame's logic in engine.js. | Relintai | |
2020-02-12 | Force vulkan driver until OpenGL is implemented | Juan Linietsky | |
2020-02-11 | Vulkan: Move thirdparty code out of drivers, style fixes | Rémi Verschelde | |
- `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 | |||
2020-02-11 | Restore parts of #33783 and #32809 missing after rebase. | bruvzg | |
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde | |
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356. | |||
2020-02-11 | Merge pull request #32821 from bruvzg/vlk_fix_macos_exit | Rémi Verschelde | |
[Vulkan, macOS] Fix RID leaks and crashes on exit. | |||
2020-02-11 | Move Vulkan context/rendering_device destruction to windowWillClose ↵ | bruvzg | |
notification. | |||
2020-02-11 | Improve HiDPI handling, fix incorrect window viewport clipping. | bruvzg | |
2020-02-11 | More GIProbe work and fixes | Juan Linietsky | |
2020-02-11 | glslang: Disable warnings and allow unbundling | Rémi Verschelde | |
2020-02-11 | SCons: Streamline Vulkan buildsystem + fixups | Rémi Verschelde | |
- Renamed option to `builtin_vulkan`, since that's the name of the library and if we were to add new components, we'd likely use that same option. - Merge `vulkan_loader/SCsub` in `vulkan/SCsub`. - Accordingly, don't use built-in Vulkan headers when not building against the built-in loader library. - Drop Vulkan registry which we don't appear to need currently. - Style and permission fixes. | |||
2020-02-11 | Merge pull request #29993 from bruvzg/vulkan | Rémi Verschelde | |
Initial Vulkan support for macOS (MoltenVK) and Windows | |||
2020-02-11 | Add runtime GLES2 / Vulkan context selection. | bruvzg | |
2020-02-11 | Add static Vulkan loader. | bruvzg | |
Initial Vulkan support for Windows. Initial Vulkan support for macOS. | |||
2020-02-11 | Added a spinlock template as well as a thread work pool class. | Juan Linietsky | |
Also, optimized shader compilation to happen on threads. | |||
2020-02-11 | Custom material support seems complete. | Juan Linietsky | |
2020-02-11 | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | |
Still a lot to do | |||
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-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 | |||
2020-02-11 | Modify RenderingDevice to use RIDs, now that they are O(1) | Juan Linietsky | |
2020-02-11 | Added support for push constants | Juan Linietsky | |
2020-02-11 | Initial work on Vulkan: | Juan Linietsky | |
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/) | |||
2020-02-10 | Allow per pixel transparency in javascript platform | muiroc | |
2020-02-10 | Merge pull request #34140 from bruvzg/ios_auto_icons_and_loadscreens | Rémi Verschelde | |
[iOS] Option to automatically generate icons and launch screens | |||
2020-02-10 | Merge pull request #35301 from Calinou/improve-console-error-logging | Rémi Verschelde | |
Improve the console error logging appearance | |||
2020-02-10 | Merge pull request #35802 from bruvzg/linux_tablet_ranges | Rémi Verschelde | |
Fix pressure / tilt ranges on Linux. | |||
2020-02-10 | Merge pull request #36003 from MennoMax/linux-cursor-fallback | Rémi Verschelde | |
Adjusted linux cursors and added fallbacks | |||
2020-02-10 | adjusted linux cursors, added fallbacks | MennoMax | |
2020-02-09 | Merge pull request #35701 from AlexHolly/fix-double_tap-pressed-regression | Rémi Verschelde | |
Fix double tap pressed event regression | |||
2020-02-08 | Merge pull request #35982 from akien-mga/scons-modules-enabled-header-and-split | Rémi Verschelde | |
SCons: Split libmodules.a in folder-based libs | |||
2020-02-08 | Merge pull request #35381 from Calinou/html5-export-favicon | Fabio Alessandrelli | |
Export and reference the icon as favicon when exporting to HTML5 | |||
2020-02-07 | SCons: Split libmodules.a in folder-based libs | Rémi Verschelde | |
This removes the need for the hacky split_libmodules logic on Windows, since all libs are now of manageable size. | |||
2020-02-07 | Fix javascript platform build | muiroc | |
2020-02-06 | Merge pull request #35886 from doot24/fix_#35871 | Rémi Verschelde | |
Fixed Godot not recognising 150x150 icon for uwp export #35871 | |||
2020-02-05 | Remove per-file progress reporting when exporting to Android | Hugo Locurcio | |
Calling `step()` on EditorProgress too often will slow down the rest of the editor, so it's best avoided. This is also more consistent with other exporters, as most of them don't report per-file progress either. Exporting a 2D project with ~1,100 files to Android now takes about 10 seconds from a debug editor build instead of 65 seconds. This closes #30850. | |||
2020-02-05 | Remove duplicate WARN_PRINT macro. | Marcel Admiraal | |
2020-02-05 | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | |
2020-02-03 | fixed godot not recognising 150x150 icon for uwp export | D00T24 | |
2020-02-03 | Restores correct window position after fullscreen toggling off on Linux | Yuri Roubinsky | |