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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.
2019-12-06doc: Markup fixes for enums and constantsRémi Verschelde
2019-12-05Merge pull request #34039 from Eoin-ONeill-Yokai/multimeshfixRémi Verschelde
Added Missing Binding for `multimesh_create` to VisualServer
2019-12-04Added method binding for `multimesh_create` that was missing from ↵Eoin O'Neill
VisualServer class.
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
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
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
2019-11-01Fix some crashes, overflows and using variables without valuesRafał Mikrut
2019-09-24doc: Sync classref with current sourceRémi Verschelde
Fix a few missing bindings or unspecified argument names and default values.
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directoriesMichael Alexsander Silva Dias
2019-07-23Fix some code found by Coverity Scan and PVS Studioqarmin
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.