Age | Commit message (Collapse) | Author |
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Some assets are loaded based on OS/server feature detection, namely
textures (but potentially others).
The ResourceImporter will fail to load a texture if the OS reports not
supporting it. The OS, in turn, checks texture format support via the
RenderingServer.
This commit makes the dummy rasterizer report known texture formats as
supported (although unused), so that scenes can be correctly loaded when
they include references to imported textures.
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
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Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
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ChristopheClaustre/bugfix_shader_compile_spirv_from_source
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Fix uniform array alignment to fix a bug
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`print_error()` should generally not be used directly. Also,
falling back is best done by printing a warning message instead
of an error message.
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AMD FidelityFX Super Resolution
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volumetric fog on MoltenVK.
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