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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.
2019-10-25Merge pull request #32845 from madmiraal/rigidbody-mode-changeRémi Verschelde
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-24Fix leak in Physics2DServerSWRafał Mikrut
2019-10-23Implement game camera overrideErik
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
2019-10-15Activate Body(2D)SW when switching to rigid or character mode.Marcel Admiraal
2019-10-13Merge pull request #32799 from clayjohn/free_poolsRémi Verschelde
Properly free sky and lightmap caches in multithreaded server
2019-10-13Properly free sky and lightmap caches in multithreaded serverclayjohn