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2020-01-23Hides high-level functions from GLES2 shader autocompletionYuri Roubinsky
2020-01-23Merge pull request #35360 from Chaosus/restrict_uint_gles2Rémi Verschelde
Disallow uint/uvec usage on GLES2 platform
2020-01-22Merge pull request #35406 from lawnjelly/ortho-shadowRémi Verschelde
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-20Disallow uint/uvec usage on GLES2 platformYuri Roubinsky
2020-01-19Clears completion_class in shaders (may cause troubles if not).Yuri Roubinsky
2020-01-18Added missing form of array constructor in shadersYuri Roubinsky
2020-01-16Disabled array initialization, const array and arr.length in shadersYuri Roubinsky
2020-01-12Make texture_debug_usage thread safeclayjohn
2020-01-10Fix nested break/return in shader switch statementYuri Roubinsky
2020-01-08Merge pull request #34671 from Chaosus/shader_hex_supportRémi Verschelde
Support for hex numbers in shaders
2020-01-06Add VisualServer methods to get the video adapter name and vendorHugo Locurcio
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
2020-01-03Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-01Fixed antialiasing option for Polygon2DPouleyKetchoupp
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-29Support for hex numbers in shadersYuri Roubinsky
2019-12-10Merge pull request #34040 from qarmin/unused_variable_more_precise_numbersRémi Verschelde
Removed unused variables, add some constants numbers
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-12-03Merge pull request #34061 from Chaosus/fix_shader_constRémi Verschelde
Fix expressions for global constants in shaders
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-02Fix expressions for global constants in shadersYuri Roubinsky
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-27Fix crash when disabling a YSort nodeBojidar Marinov
Fixes #33932
2019-11-18Fix Visual Studio throwing C4146 warning.Marcel Admiraal
2019-11-09Fixed Particles restart after visibility has been set to off and on againPouleyKetchoupp
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted. Fixed #33476
2019-11-05Merge pull request #33153 from raphael10241024/fix_occluderRémi Verschelde
fix occluders positions error under canvas_layer
2019-11-03Prevents usage of unsupported texture shader types in GLES2Yuri Roubinsky
2019-11-02Removed switch operator from GLES2 shader back-endYuri Roubinsky
2019-10-31Prevents shader crash on GLES2 if unsupported built-in has been usedYuri Roubinsky
2019-10-29Added check if field name in the shader is equal to builtinYuri Roubinsky
2019-10-29fix occluders positions error under canvas_layer, close #32880RaphaelHunter
2019-10-28Fix shader crash if non-boolean expression inserted into "if"Yuri Roubinsky
2019-10-26Improve error messages related to `shader_type`Hugo Locurcio
The list of allowed shader types is now displayed if any `shader_type`-related error is emitted. This makes it easier to remember which shader types are allowed when creating a new shader.
2019-10-13Properly free sky and lightmap caches in multithreaded serverclayjohn
2019-10-08Fix invalid autocompletion pasting of shader param nameYuri Roubinsky
2019-10-08Merge pull request #32571 from DavidSichma/rect_flipRémi Verschelde
Correctly flip texture src region
2019-10-06Prevent shader crash if name of variable overrides function nameYuri Roubinsky
2019-10-06Prevent shader crash if function call been used on constantYuri Roubinsky
2019-10-06Fix few redefinition name errors for variable/param/function in shadersYuri Roubinsky
2019-10-05Correctly flip texture src regionDavid Sichma
2019-10-02Removed unnecessary shader error log messagesYuri Roubinsky
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-20Merge pull request #32150 from luzpaz/typosRémi Verschelde
Fix misc. source comment typos
2019-09-19Fix misc. source comment typosluz.paz
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19Merge pull request #31202 from azagaya/light-dataRémi Verschelde
Create shadow_vec for altering shadow computation
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-14Implement shader array support for varyingsChaosus
2019-09-06Create shadow_vec for altering shadow computationazagaya
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-08-28Fix shader crash when users miss the return statementYuri Roubinski