Age | Commit message (Collapse) | Author |
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Fixed shader parsing error log
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-Added support for snapping in KinematicBody2D
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Fixed completion error log thrown on "no auto-completion found" for typings with no completion.
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Temporary fix to issue #19628 and #19207
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Cylinder resource and collision shape (bullet only)
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When the viewport's size.y becomes lower than 2, the storage->frame.current_rt->effects.mip_maps[0].sizes Vector during rendering becomes empty, resulting in crashes in at least GLES3. This is a temporary fix to stop rendering a viewport when its size is below 2 rather than below 1.
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Add render mode to ensure correct normals when using non-uniform scaling
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exists, that it's renormalized after resize.
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maybe pass two bools? (containers and/or resources)
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Remove audio latency print
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only called once for stereo rendering
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Fixed 2D intersect_shape limiting broadphase results
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PhysicsServer and Physics2DServer
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Workaround for clang 6.0.0 / Xcode 9.3 release (-O3) build bug.
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Implemented interface for bullet linear motors
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Added flag on SpatialMaterial to disable shadows
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Crazy-P/Resolves-crash-on-shape2D-culling-for-empty-Concave-shapes
Resolves crash on shape2D culling for empty Concave shapes
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Fix vector reduction in shader language
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Added partial texture update to VisualServer
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Add no-blend canvas item render_mode
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Fix Coverity reports of uninitialized scalar variable
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Fixes logically dead code (Coverity)
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Physics2DDirectSpaceStateSW was applying the result limit to broadphase
collision detection instead of narrow. This is inconsistent with its 3D
variant, as well as the rest of the 2D direct space state functions.
Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else,
and narrow phase is exited early when the result limit has been reached.
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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.
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
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Fixes canvas light shaders.
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Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
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Fixes https://github.com/godotengine/godot/issues/17789
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