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2018-09-27Fix warnings about set but unused variables [-Wunused-but-set-variable]Rémi Verschelde
Fixes the following GCC 5 warnings: ``` drivers/gles2/rasterizer_canvas_gles2.cpp:814:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:2270:11: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:2673:22: warning: variable 'e' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:715:7: warning: variable 'no_cull' set but not used [-Wunused-but-set-variable] drivers/gles2/shader_gles2.cpp:693:14: warning: variable 'cc' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_canvas_gles3.cpp:1226:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_scene_gles3.cpp:3039:10: warning: variable 'contrib' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_scene_gles3.cpp:4504:32: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable] editor/editor_inspector.cpp:272:9: warning: variable 'guide_color' set but not used [-Wunused-but-set-variable] editor/editor_themes.cpp:1067:14: warning: variable 'alpha3' set but not used [-Wunused-but-set-variable] editor/editor_themes.cpp:263:8: warning: variable 'script_bg_color' set but not used [-Wunused-but-set-variable] editor/plugins/collision_shape_2d_editor_plugin.cpp:326:11: warning: variable 'cpoint' set but not used [-Wunused-but-set-variable] editor/plugins/mesh_editor_plugin.cpp:72:9: warning: variable 'size' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:471:12: warning: variable 'mpos' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:89:8: warning: variable 'basetype_color' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:90:8: warning: variable 'type_color' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:92:8: warning: variable 'string_color' set but not used [-Wunused-but-set-variable] modules/visual_script/visual_script_editor.cpp:2521:7: warning: variable 'seq_connect' set but not used [-Wunused-but-set-variable] platform/android/export/export.cpp:580:12: warning: variable 'styles_count' set but not used [-Wunused-but-set-variable] platform/android/export/export.cpp:584:12: warning: variable 'styles_offset' set but not used [-Wunused-but-set-variable] platform/osx/export/export.cpp:464:9: warning: variable 'zerr' set but not used [-Wunused-but-set-variable] scene/2d/tile_map.cpp:260:10: warning: variable 'tcenter' set but not used [-Wunused-but-set-variable] scene/3d/light.cpp:166:7: warning: variable 'editor_ok' set but not used [-Wunused-but-set-variable] scene/3d/navigation.cpp:566:11: warning: variable 'closest_navmesh' set but not used [-Wunused-but-set-variable] scene/gui/rich_text_label.cpp:869:8: warning: variable 'size' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:705:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:706:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:726:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:727:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable] scene/resources/material.cpp:430:7: warning: variable 'using_world' set but not used [-Wunused-but-set-variable] servers/visual/shader_language.cpp:2026:7: warning: variable 'all_const' set but not used [-Wunused-but-set-variable] servers/visual/visual_server_scene.cpp:1383:28: warning: variable 'z_max_cam' set but not used [-Wunused-but-set-variable] ``` Also fixes two [-Wunused-value] warnings: ``` scene/gui/text_edit.cpp:4405:20: warning: statement has no effect [-Wunused-value] servers/visual/visual_server_scene.cpp:905:48: warning: value computed is not used [-Wunused-value] ``` Some of those are bugs and need further work, they are identified with `// FIXME` comments.
2018-09-13Merge pull request #21847 from Calinou/light-gizmo-update-inspectorRémi Verschelde
Update Light properties in the inspector when dragging their gizmos
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-07Update Light properties in the inspector when dragging their gizmosHugo Locurcio
2018-09-07Tweak the Light instantiation error message and fix a typoHugo Locurcio
2018-07-18Several improvements to editor inspector usability and styleJuan Linietsky
2018-07-18Ability to disable scale in nodes, closes #19927Juan Linietsky
2018-05-16Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky
2018-05-15-New inspector.Juan Linietsky
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-19Ability to change indirect light energy.Juan Linietsky
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-10-22Revert "In editor, instance DirectionalLight with an initial orientation"Giantblargg
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-09-25In editor, instance DirectionalLight with an initial sun-like orientationMarc Gilleron
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-08Fix serveral recent new clang-format errorsHein-Pieter van Braam
2017-09-07Several fixes to directional shadows, closes #10926Juan Linietsky
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-08-30Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-14Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky
sensible.
2017-06-13Remove default shadow bias of 0.1 for spot and omni light, fixes #8654Juan Linietsky
2017-06-12Change Omni light default mode to Cube, avoids users confusing it as a bug, ↵Juan Linietsky
closes #8813
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-08basic contact shadows implementation, will most likely need some polishingJuan Linietsky
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-12-20work in progress global illuminationJuan Linietsky