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2018-11-19Do not draw particles if they are not processing at all, fixes #19507Juan Linietsky
2018-11-19Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281Juan Linietsky
2018-11-18Merge pull request #23742 from JFonS/fix_23698Rémi Verschelde
Use hint_color when getting shader default params
2018-11-17Merge pull request #23668 from sdfgeoff/fix_angular_constraintsRémi Verschelde
Exposing more of bullets 6DOF spring constraints
2018-11-16Corrected some points discussed in #17491Juan Linietsky
2018-11-16-Make sure monitorable cant be flipped while flushing queries, fixes #17330Juan Linietsky
-Also added set_deferred, this was missing.
2018-11-16Use hint_color when getting shader default paramsJFonS
2018-11-14Ensure that even at slow speed, you will always get collision using ↵Juan Linietsky
kinematic motion. Fixes #16250
2018-11-14Proper validation of out arguments in built-in shader functions, closes #16244Juan Linietsky
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-14Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617Juan Linietsky
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-11-13Ability to remove buses while they are being used on 2D and 3D stream ↵Juan Linietsky
players. Fixes #15115
2018-11-13Added angular restitutionGeoffrey Irons
Adding angular and linear springs Added getters
2018-11-12Merge pull request #23254 from ibrahn/gles2-var-init-cleanupRémi Verschelde
Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-12Merge pull request #23407 from bojidar-bg/3281-ysort-recursiveRémi Verschelde
Y-Sort children together in nested YSorts
2018-11-12Use `ResourceLoader::exists` to check for default audio bus layoutmerumelu
2018-11-12Do not allow samplers where they dont belong (variables/return types), fixes ↵Juan Linietsky
#15133
2018-11-10Make sure rotated shapes with one way direction collisions work, fixes #12791Juan Linietsky
2018-11-08Effectively ensure that surface materials are the right size when setting ↵Juan Linietsky
them, fixes #23596
2018-11-082D Rigid Body CCD should work again, fixes #6664Juan Linietsky
2018-11-07Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layersJuan Linietsky
Fix picking in CanvasLayer
2018-11-05Merge pull request #22622 from JFonS/fix_particle_animationRémi Verschelde
Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
2018-11-03<fales> end of the week ;-)Juan Linietsky
2018-11-03Fix condition testJuan Linietsky
2018-11-02Simple workaround to make one way moving platforms work, fixes #9399Juan Linietsky
2018-11-02-Fix problem in OWC logic closes #11357Juan Linietsky
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
2018-11-02Cleaning up some uninitialised variables in GLES2 stuff.Ibrahn Sahir
Initialise keep_original_textures and use_fast_texture_filter in storage config. Removed any other variables from storage config that were both unused and uninitialised to avoid future confusion (if they're needed it's easier to spot an uninitialised variable problem in a PR that adds the variable again rather than just uses it). Copied storage Texture struct constructor from GLES3 implementation (except where variables were already initialised with different values). Gives us sensible tested defaults for previously uninitialised vars. Added assignments for state.current_main_tex based on same in GLES3.
2018-11-01Merge pull request #23411 from RandomShaper/fix-same-layer-not-deterministicRémi Verschelde
Fix canvas stacking not deterministic on same layer
2018-11-01Update 3D physics to match fix from #22933Juan Linietsky
2018-11-01Merge pull request #22933 from SeleckyErik/issue-9148Juan Linietsky
Fixed non-monitorable areas triggering overlap (reopened)
2018-10-30Fix canvas stacking not deterministic on same layerPedro J. Estébanez
Fixes #22687.
2018-10-30Y-Sort children together in nested YSortsBojidar Marinov
Closes #3281
2018-10-25Merge pull request #23262 from swenner/more-cppcheck-fixesRémi Verschelde
More cppcheck fixes, fixes #22702
2018-10-25fixed uninitialized variables and false positives found by CppCheckSimon Wenner
2018-10-25Merge pull request #22779 from Superwaitsum/LimitSettingsRémi Verschelde
Limit several project settings
2018-10-24Add some limits on the Editor SettingsSuperwaitsum
2018-10-24Merge pull request #23175 from marcelofg55/input_buffer_fixRémi Verschelde
Fix possible audio input buffer issues
2018-10-23Fixed a typo, treshhold to threshold.M. Huri
2018-10-20Fix possible audio input buffer issuesMarcelo Fernandez
2018-10-19Fixing warnings generated by MSVCDualtagh Murray
Fixes #22684.
2018-10-13Removed duplication of include(s):M. Huri
- "collision_solver_sat.h". - "shaders/copy.glsl.gen.h"
2018-10-11Merge pull request #22800 from QbieShay/depth_writeRémi Verschelde
Added the ability to write to gl_FragDepth.
2018-10-11Fixed non-monitorable areas triggering overlapErik
Non-monitorable areas are never removed from the monitor query of other areas. This makes areas that turn not monitorable while overlapping with other areas get stuck in the other areas' monitor query and trigger false overlaps. This is a fix for issue #9148.
2018-10-08Add missing BIND_ENUM for SPEAKER_SURROUND_31Marcelo Fernandez
2018-10-07Merge pull request #22722 from akien-mga/fix-warningsRémi Verschelde
Fix more "may be used initialized" warnings from GCC 7
2018-10-06Remove redundant "== false" codeAaron Franke
Some of this code has been re-organized. f
2018-10-06Remove redundant "== true" codeAaron Franke
If it can be compared to a boolean, it can be evaluated as one in-place.
2018-10-06Added the ability to write to gl_FragDepth. It doesn't affect the depth prepass.QbieShay