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path: root/servers/visual_server.cpp
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2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-05-08canvas_item_add_triangle_array bind fixupMarcelo Fernandez
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-04-21Fixes logically dead code (Coverity)Crazy-P
Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
2018-02-25[DOCS] Sync classref with current sourcePoommetee Ketson
2018-02-19Readd VS.sync and VS.draw to keep compatibilityRémi Verschelde
Those are deprecated as VS.force_sync and VS.force_draw do the same and more explicitly, but we cannot remove them without marking them as deprecated before that. Fixes issue introduced in #15892.
2018-02-14Merge pull request #15892 from Zylann/add_missing_vs_bindingsRémi Verschelde
Added all missing VisualServer bindings
2018-01-25Fix VisualServer.free conflicting with Object.freeMarc Gilleron
2018-01-20Added all missing VisualServer bindingsMarc Gilleron
- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance - Removed draw and sync, were duplicates of force_* equivalents - Bumped binders max arguments from 11 to 13 - Wrote some wrappers as not all methods were variant-friendly
2018-01-18improves portability with some compilersAriel Manzur
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Fix macOS and other builds after #15299Duy-Nguyen TA
Commit ammended by @akien-mga to fix more platforms.
2018-01-04Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde
renames "z" Node2D property to "z_index"
2018-01-03#15078 renamed "z" -> "z_index" property in Node2DJerome67000
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-16Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky
Call needs to be routed via visual server to reach the proper thread.
2017-12-16Bind TextEdit.deselect and update documentationRémi Verschelde
2017-11-27doc: Sync classref with current sourceRémi Verschelde
2017-11-26Merge pull request #13228 from rminderhoud/weightsRémi Verschelde
Fix read bug in compressed bone weights
2017-11-26Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky
Onion skinning
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-11-23Fix read bug in compressed bone weightsRalph Minderhoud
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-14Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-10-20Bind some VisualServer functionsLeon Krause
2017-10-14Expose 'request_frame_drawn_callback' to script.Saracen
2017-10-11Bind VisualServer.sync() method to GDScriptJulian Murgia
This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94)
2017-09-11Script access to formatted arrays and blend_arrays in meshes.SaracenOne
2017-08-30Renderer/Simulator flagsGustav Lund
Now hopefully with correct code style
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-19Fixed wrong usage of has_no_area function, closes #10434Juan Linietsky
2017-08-18Properly manage drawing of primitives when they lack an area, fixes #8930Juan Linietsky
2017-08-10Fixes method definitions with extra number of argumentsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
-Restored an alpha scissor property in Material
2017-07-26Fix various property not found errorsPoommetee Ketson
2017-07-24Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde
Add object type hint for docs
2017-07-23Add object type hint for docsPoommetee Ketson
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-03Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-19Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog
Add double-sided flag to SpriteBase3D [master]
2017-06-17Merge pull request #9230 from supagu/normals-fixRémi Verschelde
Fixed decompression of normals