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2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-20Fix MIMPAMPS typos in constants throughout the engineAndrii Doroshenko (Xrayez)
2020-02-18Fix compilation warnings and re-enable werror=yes on TravisRémi Verschelde
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings raised by GCC 8 and 9. Fix -Wunused-function, -Wunused-private-field and -Wtautological-constant-out-of-range-compare raised by Clang. Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison operation). GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising errors and will thus not abort compilation with `werror=yes`. Treat glslang headers are system headers to avoid raising warnings. Re-enables us to build with `werror=yes` on Linux and macOS, thus catching warnings that would be introduced by new code. Fixes #36132.
2020-02-18Added utility functions to the new NavigationServer:Andrea Catania
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false); - Vector3 get_closest_point(const Vector3 &p_point); - Vector3 get_closest_point_normal(const Vector3 &p_point); - Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-17Fix VisualServer bindings.Marcel Admiraal
2020-02-15Fix shader crash if duplicated struct members createdYuri Roubinsky
2020-02-15Fixes memory leaks in GdNavigationServer and RasterizerSceneHighEndRDHaoyu Qiu
2020-02-14fix oob write when calling MultiMesh::set_instance_transformMarcin Zawiejski
2020-02-14Merge pull request #36194 from dragmz/dragmz/exit_crash_fixRémi Verschelde
Fix crash when closing project manager
2020-02-14Merge pull request #36208 from akien-mga/warningsRémi Verschelde
Fix various GCC compilation warnings after Vulkan merge
2020-02-14Fix various GCC compilation warnings after Vulkan mergeRémi Verschelde
Part of #36132.
2020-02-13Fix error flood with sky backgroundclayjohn
2020-02-13fix crash when closing project managerMarcin Zawiejski
2020-02-13Prevent usage 'out' modifier on opaque shader types (textures currently)Yuri Roubinsky
2020-02-13Fix bugs in shader swizzlingYuri Roubinsky
2020-02-13Merge pull request #36176 from Chaosus/shader_fix_const_crashYuri Roubinsky
Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13Fix shader crash if pass const argument to 'out/inout' parameterYuri Roubinsky
2020-02-13Remove more deprecated methods and codeRémi Verschelde
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-12Merge pull request #36141 from Chaosus/shader_struct_member_arraysYuri Roubinsky
Added support for arrays as shader struct members
2020-02-12Added support for arrays as shader struct membersYuri Roubinsky
2020-02-12doc: Sync classref with current sourceRémi Verschelde
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12Fixes friend declaration tag mismatchHaoyu Qiu
2020-02-11Implementation of 'struct' for shadersYuri Roubinsky
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11[Vulkan] Fix shader crash if using multiple underscores in identifier namesYuri Roubinsky
2020-02-11Added normalmap guided roughness mipmap generator, and a global roughness ↵Juan Linietsky
limiter.
2020-02-11Re-implemented screen space ambient occlusionJuan Linietsky
2020-02-11Modified rendering to use cluster instead of fowardJuan Linietsky
2020-02-11DOF fully implemented, can be edited on the fly.Juan Linietsky
2020-02-11Mostly working DOF BokehJuan Linietsky
2020-02-11WIP CameraEffects implementation (bokeh not working for now)Juan Linietsky
2020-02-11Auto exposure re-implemented in VulkanJuan Linietsky
2020-02-11-Refactored post processing, re-added glow and added a mix blend mode.Juan Linietsky
2020-02-11Fix Specular Blinn in vulkanclayjohn
2020-02-11Vulkan: Fix false positive in ninepatch axis stretch codeRémi Verschelde
Adapted from e4907e50feab1af05f514a66adc0086d1c141885, supersedes and closes #34704.
2020-02-11Fixed error condition check for multimesh instance colorsFabian Mathews
2020-02-11Fix crash after rebase on the master branchRémi Verschelde
Apparently rasterizer is not initialized yet when this is called the first time, so it crashes.
2020-02-11Changed variable name in shader because it was too genericMatias Pierdomenico
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11Improved Voxel AO settings.Juan Linietsky
2020-02-11Dynamic objects in GIProbes are now affected by propagation parameter.Juan Linietsky
2020-02-11More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion.Juan Linietsky
2020-02-11Changed SDF processing to smooth out shadows.Juan Linietsky
2020-02-11Several fixes to GIProbesJuan Linietsky
2020-02-11Fixes to how anisotropy is handled, makes it work on nvidia.Juan Linietsky