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2020-01-22Merge pull request #35406 from lawnjelly/ortho-shadowRémi Verschelde
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-20Revert "Exposes capture methods to AudioServer + documentation" #30468Rémi Verschelde
Reverts the following commits: - c81ec6f26d40b70283958a4ef3e216fb32cbaf14: "Exposes capture methods to AudioServer, variable renames for consistency, added documentation." - 47c558b98abf842910c780294314326662410cdf: "Expose audio callbacks as signals." - dabaa11b3c451e9b8f2cca7e563bd9ec51edb169: "Fix to make sure the capture buffers are deallocated at shutdown. Silences warnings." Some documentation improvements were kept for pre-existing methods. See rationale for reverting these changes in #30468.
2020-01-19Clears completion_class in shaders (may cause troubles if not).Yuri Roubinsky
2020-01-18Added missing form of array constructor in shadersYuri Roubinsky
2020-01-16Merge pull request #35215 from clayjohn/multimesh-errorRémi Verschelde
Add multimesh format max for proper error checking
2020-01-16Merge pull request #33615 from raphael10241024/fix_shape_changeRémi Verschelde
refresh area2d collision when shape changes
2020-01-16Add multimesh format max for proper error checkingclayjohn
2020-01-16Disabled array initialization, const array and arr.length in shadersYuri Roubinsky
2020-01-12Make texture_debug_usage thread safeclayjohn
2020-01-10Fix nested break/return in shader switch statementYuri Roubinsky
2020-01-08Merge pull request #34671 from Chaosus/shader_hex_supportRémi Verschelde
Support for hex numbers in shaders
2020-01-06Add VisualServer methods to get the video adapter name and vendorHugo Locurcio
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
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.
2019-12-29Support for hex numbers in shadersYuri Roubinsky
2019-12-12Fixed an issue with recording audio.Catchawink
Prior to this fix, AudioEffectRecordInstance::init() was called before recording_active is set to true in AudioEffectRecord::set_recording_active(). This was setting is_recording to false in AudioEffectRecordInstance, because is_recording updates to the value of recording_active in AudioEffectRecordInstance::_io_thread_process(). To fix this issue, AudioEffectRecordInstance::init() is now called after recording_active is set to true.
2019-12-10Merge pull request #34040 from qarmin/unused_variable_more_precise_numbersRémi Verschelde
Removed unused variables, add some constants numbers
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
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.
2019-12-03Merge pull request #34061 from Chaosus/fix_shader_constRémi Verschelde
Fix expressions for global constants in shaders
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-02Fix expressions for global constants in shadersYuri Roubinsky
2019-12-01iOS modular build and export implementation.bruvzg
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
2019-11-27Fix crash when disabling a YSort nodeBojidar Marinov
Fixes #33932
2019-11-18Fix Visual Studio throwing C4146 warning.Marcel Admiraal
2019-11-14refresh area2d collision when shape changes, close #33369RaphaelHunter
2019-11-11Merge pull request #33518 from BastiaanOlij/msaa_ext_modesRémi Verschelde
Add MSAA mode for Quest
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-11-10Merge pull request #33516 from qarmin/small_fixesRémi Verschelde
Memory leaks and crash fixes
2019-11-10Memory leak and crash fixesRafał Mikrut
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
2019-11-08Merge pull request #27742 from rxlecky/camera-replicationRémi Verschelde
Game camera override
2019-11-08Fix 'r1' (and r2) may be used uninitialized warning in eq.cpp.Marcel Admiraal
2019-11-05Merge pull request #33153 from raphael10241024/fix_occluderRémi Verschelde
fix occluders positions error under canvas_layer
2019-11-03Prevents usage of unsupported texture shader types in GLES2Yuri Roubinsky
2019-11-02Merge pull request #33259 from Chaosus/remove_gles2_switch_opRémi Verschelde
Removed switch operator from GLES2 shader back-end
2019-11-02Removed switch operator from GLES2 shader back-endYuri Roubinsky
2019-11-01Merge pull request #33238 from qarmin/other_fixesRémi Verschelde
Fix some crashes, overflows and using variables without values
2019-11-01Fix some crashes, overflows and using variables without valuesRafał Mikrut
2019-10-31Prevents shader crash on GLES2 if unsupported built-in has been usedYuri Roubinsky
2019-10-29Added check if field name in the shader is equal to builtinYuri Roubinsky
2019-10-29fix occluders positions error under canvas_layer, close #32880RaphaelHunter
2019-10-28Fix shader crash if non-boolean expression inserted into "if"Yuri Roubinsky
2019-10-26Improve error messages related to `shader_type`Hugo Locurcio
The list of allowed shader types is now displayed if any `shader_type`-related error is emitted. This makes it easier to remember which shader types are allowed when creating a new shader.