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path: root/servers/visual_server.cpp
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2019-06-26Some code changed with Clang-Tidyqarmin
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.
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-23Disable 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
2019-03-14Fix bone aabb calculation, which caused a skeletal mesh culling issueWindy Darian
There was a bug that could result in most bone aabb boxes ending up with tiny size upon import and mess up with culling of skeletal meshes. This fixes it.
2019-02-26-Properly handle missing ETC support on exportJuan Linietsky
-Added ability for resource importers to save metadata -Added ability for resource importers to validate depending on project settings
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-19Add FRUSTUM camera mode, allowing tilted frustumsJFonS
This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
2019-01-25Add "Apple" to the list of GPU vendors where depth prepass is disabled.Juan Linietsky
2019-01-07doc: Fix wrong references found by Sphinx and new makerst.pyRémi Verschelde
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-27doc: Sync classref with current sourceRémi Verschelde
Fix various code formatting issues and argument names.
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-12-04doc: Sync classref with current sourceRémi Verschelde
2018-11-19Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281Juan Linietsky
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-11-12Merge pull request #23254 from ibrahn/gles2-var-init-cleanupRémi Verschelde
Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
2018-11-02Cleaning up some uninitialised variables in GLES2 stuff.Ibrahn Sahir
Initialise keep_original_textures and use_fast_texture_filter in storage config. Removed any other variables from storage config that were both unused and uninitialised to avoid future confusion (if they're needed it's easier to spot an uninitialised variable problem in a PR that adds the variable again rather than just uses it). Copied storage Texture struct constructor from GLES3 implementation (except where variables were already initialised with different values). Gives us sensible tested defaults for previously uninitialised vars. Added assignments for state.current_main_tex based on same in GLES3.
2018-10-30Fix canvas stacking not deterministic on same layerPedro J. Estébanez
Fixes #22687.
2018-10-24Add some limits on the Editor SettingsSuperwaitsum
2018-10-02Merge pull request #21436 from CptPotato/tonemap-fixesRémi Verschelde
tonemapping fixes
2018-09-23-Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵Juan Linietsky
optimizations, added vertex lighting. -Did some fixes to GLES3 too
2018-09-13Set uniform default values in inspectorJFonS
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.
2018-08-27fix reinhard tonemapper, modified filmic tonemapper, added internal exposure ↵alex-poe
bias
2018-08-21BPTC supportelasota
2018-08-21Fix arg name in docs, some copy-paste errorsPoommetee Ketson
2018-07-30add 3D texturesThomas Herzog
2018-07-27Rename flag to better nameJuan Linietsky
2018-07-26doc: Sync classref with current sourceRémi Verschelde
Fix various missing arguments in bindings.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-24Removed unnecessary assignmentsWilson E. Alvarez
2018-07-23Merge pull request #12678 from AndreaCatania/softJuan Linietsky
Soft body
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-23Fix issues with CPUParticles and related conversion from Particles. Closes ↵Juan Linietsky
#20126
2018-07-23Added some API to visual server so from control VRAM buffer is more easyAndreaCatania
2018-07-21-Fix disable_3d flagJuan Linietsky
-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-17Revert "Fix #19507 Not emitted particles affects performance"Max Hilbrunner
2018-07-17Merge pull request #19764 from malbach/godot_malbachMax Hilbrunner
Fix #19507 Not emitted particles affects performance
2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-06-25Fix #19507 Not emitted particles affects performancemalbach
2018-06-05Rasterizers are now in sync with engineGustav Lund
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed
2018-05-08canvas_item_add_triangle_array bind fixupMarcelo Fernandez