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2020-09-23Merge pull request #42263 from Faless/js/servers_no_threadsRémi Verschelde
Ignore thread models when compiling with NO_THREAD
2020-09-23Ignore thread models when compiling with NO_THREADFabio Alessandrelli
The thread model option for physics (2D) and rendering (single-unsafe, single-safe, multithread), was causing crashes/locks when set as multithreaded and exported for a platform that does not support threads (namely HTML5). This commit ensures that when threads support is not available, that option is ignored, and the equivalent of "single-unsafe" is always used instead.
2020-09-23Merge pull request #42130 from clayjohn/RenderingDeviceHackRémi Verschelde
Expose local RenderingDevice creation to RenderingServer
2020-09-22Forbids varying declaration in particles and sky shadersYuri Roubinsky
2020-09-18Fix typos with codespellRémi Verschelde
Using codespell 1.17.1. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2020-09-17Merge pull request #41528 from keegano/physics-fix-wrap-angleRémi Verschelde
Wrap angles to (-pi, pi) in momentum calculation.
2020-09-17Add window click-through support.bruvzg
2020-09-16expose local RenderingDevice creation to RenderingServerclayjohn
2020-09-13Fixes crash when saving sceneHaoyu Qiu
2020-09-10Fix ATTENUATION and implement SHADOW_ATTENUATION.Lyuma
2020-09-09Set repeat in all 3 dimensions in 3d texturesclayjohn
2020-09-09Implement 3D textures as import and resource format.reduz
2020-09-07Clarify comparison precedence when enabling or disabling back buffer.Marcel Admiraal
2020-09-07Merge pull request #41781 from AnilBK/fix-typoRémi Verschelde
Fixed Some typos.
2020-09-06Implement manual particle emission and particle sub emitters.reduz
2020-09-05Fix crash regression in the shader function validationYuri Roubinsky
introduced in #41780
2020-09-05Improve messages in shader function validationYuri Roubinsky
2020-09-05Fixed Some typos.Anilforextra
2020-09-04Merge pull request #41761 from madmiraal/fix-assignment-operatorsRémi Verschelde
Ensure assignment operators return by reference to avoid unnecessary copies.
2020-09-04Merge pull request #40958 from clayjohn/VULKAN-shadow-noiseRémi Verschelde
Improve the quick hash function for all GPUs
2020-09-04Ensure assignment operators return by reference to avoid unnecessary copies.Marcel Admiraal
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-09-03Merge pull request #41456 from nekomatata/x11-fix-popupsRémi Verschelde
Popup fixes for X11 display server
2020-09-02Fix particles shader to use built-insYuri Roubinsky
2020-09-02Re-Implement GPU particles on master.Juan Linietsky
-No new features yet -Unlike godot 3.x, sorting happens using GPU
2020-09-01Merge pull request #41668 from clayjohn/GLOW-HQRémi Verschelde
Add high quality glow mode
2020-09-01Fix typo in SDF jumpflood shaderJFonS
2020-08-31Add high quality glow modeclayjohn
2020-08-31Merge pull request #41605 from clayjohn/VULKAN-glowRémi Verschelde
Fix recent glow regressions
2020-08-29Fix recent glow regressionsclayjohn
2020-08-28Fixed 2D physics regression that causes RigidBody2D nodes to spin ↵TwistedTwigleg
uncontrollably when colliding
2020-08-27rasterizer_rd.cpp: Correct small typoYetizone
2020-08-26Wrap angles to (-pi, pi) in momentum calculation.Keegan Owsley
Fixes a bug that causes KinematicBody2Ds to produce too much angular momentum when rotating beyond 180 degrees.
2020-08-22Re-apply "Fixes for windows in X11 tiling WMs"PouleyKetchoupp
From PR #38727 which was reverted in #41373 because of regressions in Ubuntu with Gnome. Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
2020-08-20Merge pull request #41345 from clayjohn/VULKAN-sky-fogJuan Linietsky
Add fog to sky shaders
2020-08-19Add fog to sky shadersclayjohn
2020-08-19Revert "Fixes for windows in X11 tiling WMs"Juan Linietsky
2020-08-13Restored fog (non volumetric).Juan Linietsky
Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
2020-08-13Added volumetric fog effect.Juan Linietsky
2020-08-01Improve the quick hash function for all GPUsclayjohn
2020-08-01Wake up RigidBody 2D after applying torqueMarkus Sauermann
2020-07-28Fixed next_pass materials not being drawnBrian Semrau
2020-07-27Make all String float conversion methods be 64-bitAaron Franke
2020-07-27Revert "Allow Area2D and 3D mouse events without a collision layer"Rémi Verschelde
This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4.
2020-07-26Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixesRémi Verschelde
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp
Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
2020-07-26Merge pull request #38727 from Riteo/tiling-wm-issues-testsRémi Verschelde
Fixes for windows in X11 tiling WMs
2020-07-23Fixes RenderingServer crashes reported by #39951Juan Linietsky
Supersedes #40026
2020-07-23DisplayServer: separate window showing into another functionLorenzo Cerqua
When creating a window, Godot would first register it to the WM(show it) and then set its flags. This works fine on a floating WM, but on tiling WMs as soon as a window gets registered the WM immediately acts on the window by scaling it up and treating it as a generic window, being registered without any special flags. This commit separates the showing of the window into another function and calls it after the most important flags are set, making windows with special flags(eg. all popups) work again on tiling WMs. Fixes #37930
2020-07-22Refactor light clusteringJuan Linietsky
Move from high end to shared, so all renderers use clustering.