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2020-04-28Fix copy paste array index bugqarmin
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-23Fix "redefinition of 'ssr' with a different type" shader compile error.bruvzg
2020-04-22Merge pull request #38116 from neikeq/index_buffer_create-defvalIgnacio Roldán Etcheverry
Fix missing DEFVAL for RenderingDevice.index_buffer_create
2020-04-22Fix missing DEFVAL for RenderingDevice.index_buffer_createIgnacio Etcheverry
2020-04-21Register the DisplayServer Singletonmuiroc
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-20Merge pull request #37970 from SkyLucilfer/ServerTypoRémi Verschelde
Correct typo mistake of profiler_add_frame_data argument in physics 3d server
2020-04-20Merge pull request #38039 from akien-mga/docdata-skip-unexposedRémi Verschelde
DocData: Skip unexposed classes
2020-04-20DocData: Skip unexposed classesRémi Verschelde
Properly expose classes that we actually want accessible.
2020-04-20doc: Sync classref with current sourceRémi Verschelde
Add missing enum bindings.
2020-04-20Merge pull request #37947 from clayjohn/DOCS-rendering-updateRémi Verschelde
Update many docs with recent rendering changes
2020-04-18Ability to create local RenderingDevice instances.Juan Linietsky
2020-04-17Correct typo mistake of profiler_add_frame_data argument in physics 3d serverSkyJJ
2020-04-17Update many docs with recent rendering changesclayjohn
2020-04-17Merge pull request #37949 from reduz/implement-global-shader-uniformsRémi Verschelde
Implement global and per instance shader uniforms.
2020-04-17Merge pull request #37953 from clayjohn/VULKAN-sky-sun-sizeRémi Verschelde
Add light size to Sky Shaders
2020-04-17Add light size to Sky Shadersclayjohn
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-16Use sky properly for ambient and reflectionsclayjohn
2020-04-16Merge pull request #37869 from madmiraal/fix-36533Rémi Verschelde
Assign zero to range when ConvexPolygonShape2D is empty.
2020-04-15Fix texture check in decal setupclayjohn
2020-04-14Add support for projectors in spot and omni lights.Juan Linietsky
2020-04-14Merge pull request #37861 from reduz/implement-decalsRémi Verschelde
Implement decals
2020-04-14Implement decalsJuan Linietsky
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
2020-04-14Assign zero to range when ConvexPolygonShape2D is empty.Marcel Admiraal
2020-04-14Merge pull request #37826 from nekomatata/direct-body-state-sleepRémi Verschelde
Fix set_sleep_state in Bullet body direct state
2020-04-14Fix set_sleep_state in Bullet body direct statePouleyKetchoupp
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-13Fixes leak with CopyToFbShaderRDqarmin
2020-04-13Merge pull request #37749 from clayjohn/Vulkan-improved-ssRémi Verschelde
Add vogel filter and settings to soft shadows
2020-04-12Implement MSAAJuan Linietsky
2020-04-12Merge pull request #37819 from reduz/implement-fxaaJuan Linietsky
Add screen space AA option, with FXAA implementation.
2020-04-12Add screen space AA option, with FXAA implementation.Juan Linietsky
2020-04-12Merge pull request #37822 from nekomatata/rigid-body-force-posRémi Verschelde
Fix add_force in Godot Physics RigidBody
2020-04-12Fix add_force in Godot Physics RigidBodyPouleyKetchoupp
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does.
2020-04-11Merge pull request #37808 from reduz/port-effects-to-computeJuan Linietsky
Moved most of the effect code to compute.
2020-04-11Moved most of the effect code to compute.Juan Linietsky
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11Merge pull request #37794 from clayjohn/VULKAN-SSS-skyRémi Verschelde
Fix SSS affecting Sky
2020-04-11Fix SSS affecting Skyclayjohn
2020-04-10Add proper quality settings to soft shadowsclayjohn
2020-04-10Shows proper scene render time in editor infoJuan Linietsky
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10Merge pull request #37383 from WARIO-MDMA/godotphysics-renameRémi Verschelde
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
2020-04-10Merge pull request #37662 from qarmin/rasterizer_server_lastRémi Verschelde
Free items before finishing rendering server
2020-04-10Merge pull request #37722 from reduz/implement-softshadowsRémi Verschelde
Support light size and soft shadows
2020-04-09Support light size and soft shadowsJuan Linietsky
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij
2020-04-09Merge pull request #36919 from nekomatata/android-vulkan-renderingRémi Verschelde
Vulkan rendering support on Android
2020-04-09Rename "GodotPhysics" to "GodotPhysics{2D,3D}"WARIO-MDMA
2020-04-08Refactored shadowmapping.Juan Linietsky
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260