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2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-07-01Merge pull request #29951 from raphael10241024/add_physics_2d_optimizeRémi Verschelde
add 2d physic optimization similar to 3d physics
2019-07-01Merge pull request #29980 from Dentrax/directed-by-qarminRémi Verschelde
Fix some editor crashes
2019-07-01Merge pull request #29413 from YeldhamDev/global_rate_scaleRémi Verschelde
Add 'global_rate_scale' to the AudioServer
2019-07-01fix some crashesFurkan Türkal
2019-06-27Merge pull request #30117 from santouits/mt-poolsRémi Verschelde
Free server id pools directly on closing
2019-06-27Free server id pools directly.santouits
When closing the game, we flush the command queue but after we are pushing the freeing calls of the id pool to the command queue and they are never being run. Now we free them directly.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-21add 2d physic optimization simlilar to 3d physicsyakun.zhang
2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-20Merge pull request #24487 from Meirinha/masterRémi Verschelde
Added UV and UV2 to shader function light() built-in, fixes issue #24120
2019-06-19Merge pull request #27188 from samH-FIT/MacroUpdateRémi Verschelde
Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
2019-06-19Merge pull request #29901 from BastiaanOlij/fix_cameraserver_constRémi Verschelde
Made constants fully upper case in camera server
2019-06-19Add 'global_rate_scale' to the AudioServerMichael Alexsander Silva Dias
Closes #28953.
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-19Merge pull request #27310 from KoBeWi/angular_dankRémi Verschelde
Make angular_damp of new Area nodes match the global default
2019-06-19Made constants fully upper case in camera serverBastiaan Olij
2019-06-19Merge pull request #29037 from mdahlgrengadd/masterRémi Verschelde
Make FFT size and oversampling adjustable in smbPitchShifter, add windowing to smbFFT
2019-06-17Add script to fix style issues and copyright headersRémi Verschelde
This is only meant to check the validity of the whole codebase every now and then, or to apply clang-format config changes when relevant.
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-12Merge pull request #29316 from Chaosus/shader_constRémi Verschelde
Added constant support to shaders
2019-06-11Merge pull request #29680 from akien-mga/fix-headersRémi Verschelde
Add missing license headers
2019-06-11Add missing license headersRémi Verschelde
Make `fix_headers.py` script compatible with Python 3.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-06-03Add windowing before FFT to avoid flickering spectrogramMartin Dahlgren
2019-06-03Make FFT size and oversampling adjustable for pitchshiftingMartin Dahlgren
2019-06-01Added constant support to shadersChaosus
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-05-30audio_server.h : fix typo in comment (minor)Arthur Brainville
Line 152 : `//re-expose this her,` should be `//re-expose this here`
2019-05-28Fix some unincialised variablesqarmin
2019-05-28Merge pull request #29020 from raphael10241024/inertiaRémi Verschelde
Fix some shape2d get_moment_of_inertia error
2019-05-24Merge pull request #28796 from clayjohn/GLES2-optimizationRémi Verschelde
GLES2: Allow Viewports to render directly to screen
2019-05-24Merge pull request #28829 from vreon/swizzle-upRémi Verschelde
Allow constructing larger data types by swizzling
2019-05-24Fix getting max magnitude in AudioEffectSpectrumAnalyzerMartin Dahlgren
2019-05-21Implement shadow to opacityBastiaan Olij
2019-05-20Fix some shape2d get_moment_of_inertia erroryakun.zhang
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick 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 ```
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-05-13Merge pull request #27798 from clayjohn/gles2-proj-mat-bugRémi Verschelde
Fixes bug when setting projection matrix in shader GLES2
2019-05-13Merge pull request #28780 from bojidar-bg/x-audio-record-passthroughRémi Verschelde
Fix AudioEffectRecord messing up the effect stack by not writing to dst_frames
2019-05-11Allow constructing larger data types by swizzlingJesse Dubay
GLSL allows the construction of larger data types by swizzling smaller ones, but Godot shading language treated this as an error: vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression This commit updates the expression parser for the 2 and 3-component data types accordingly. Fixes #10496
2019-05-09Fix AudioEffectRecord messing up the effect stack by not writing to dst_framesBojidar Marinov
2019-05-09Change "ID" to lowercase "id"Aaron Franke
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-02Merge pull request #27415 from aqnuep/kinematicbody_fixesRémi Verschelde
KinematicBody performance and quality improvements
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-30fixes bug when setting projection matrixclayjohn
2019-04-30Properly expose PhysicsServer methodsLATRio
2019-04-30Merge pull request #27007 from BastiaanOlij/arvr_notificationsRémi Verschelde
Send notifications to ARVRInterfaces