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2019-07-16Allows to use non-constants in the local shader array initializerChaosus
2019-07-16Added local array initializerChaosus
2019-07-15Implemented local shader arraysChaosus
2019-07-15Added missed "textureProjLod" shader built-in overload for 3D texturesChaosus
2019-07-11Make the default return value on crash explicithbina085
Noticed that the error condition will return a NULL instead of something more explicit like "false". Should make the code more readable at a glance.
2019-07-11Removed invalid mix shader overloadsChaosus
2019-07-09Fix "not" shader function return typeChaosus
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-07-06Fix code completion for shader editorgeequlim
2019-07-05Merge pull request #30318 from bojidar-bg/28501-ysort-modulateRémi Verschelde
Ensure that nested YSort preserves intermediate modulate values
2019-07-04Ensure that nested YSort preserves intermediate modulate valuesBojidar Marinov
Fixes #28501
2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-20Merge pull request #24487 from Meirinha/masterRémi Verschelde
Added UV and UV2 to shader function light() built-in, fixes issue #24120
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-01Added constant support to shadersChaosus
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-05-28Fix some unincialised variablesqarmin
2019-05-24Merge pull request #28796 from clayjohn/GLES2-optimizationRémi Verschelde
GLES2: Allow Viewports to render directly to screen
2019-05-24Merge pull request #28829 from vreon/swizzle-upRémi Verschelde
Allow constructing larger data types by swizzling
2019-05-21Implement shadow to opacityBastiaan Olij
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-05-13Merge pull request #27798 from clayjohn/gles2-proj-mat-bugRémi Verschelde
Fixes bug when setting projection matrix in shader GLES2
2019-05-11Allow constructing larger data types by swizzlingJesse Dubay
GLSL allows the construction of larger data types by swizzling smaller ones, but Godot shading language treated this as an error: vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression This commit updates the expression parser for the 2 and 3-component data types accordingly. Fixes #10496
2019-05-09Change "ID" to lowercase "id"Aaron Franke
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-30fixes bug when setting projection matrixclayjohn
2019-04-25Use approximate equallity methods in many placesAaron Franke
2019-04-23Disable GI probe capturing lights with bake mode disabledDaniel Rakos
The bake mode property of lights previously didn't affect GI probes. This change makes the GI probe ignore lights that have their bake mode set to disabled.
2019-04-23Merge pull request #26064 from JFonS/add_frustum_camera_modeHein-Pieter van Braam
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-22Don't try to statically allocate 2x 8193 pointersHein-Pieter van Braam-Stewart
Maximum stack size is only 8KiB, this will try to allocate 8193 * sizeof(void*) * 2 = 131088 bytes on the stack. This causes a crash in some cases.
2019-04-22Merge pull request #27673 from qarmin/small_fixesRémi Verschelde
Small fixes, mostly duplicated code
2019-04-19Merge pull request #28200 from bojidar-bg/28115-ysort-breaks-shaderRémi Verschelde
Fix nested YSort breaking "Use parent material"
2019-04-19Added ability for multiple images to be imported as an atlasJuan Linietsky
This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
2019-04-19Fix nested YSort breaking use_parent_materialBojidar Marinov
Fixes #28115
2019-04-09Merge pull request #27843 from bojidar-bg/27678-ysort-visibilityRémi Verschelde
Do not YSort canvas items that are not visible
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-04-10Added eye_height, changed description and fixed size of viewport issueBastiaan Olij
2019-04-09Do not YSort canvas items that are not visibleBojidar Marinov
Fixes an issue with nested YSorts not regarding visibility
2019-04-08Small fixes, mostly dupicated codeqarmin
2019-04-07Merge pull request #27527 from BastiaanOlij/render_ext_targetRémi Verschelde
Add option to have viewport render into supplied texture (VR)
2019-04-06Merge pull request #25624 from nekomatata/texture-rect-flipRémi Verschelde
Add ability to flip TextureRect horizontally or vertically
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-04-05Ability to make CanvasLayers have pseudo 3D depth.Juan Linietsky
2019-04-03Add ability to flip TextureRect horizontally or verticallyPouleyKetchoupp
2019-03-05Fix #25641 by not shifting a negative value.marxin
2019-03-03Properly redraw if something animated is visibleJuan Linietsky
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468