Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Merge pull request #31527 from Chaosus/vk_shader_array_support2 | Rémi Verschelde | |
[Vulkan] Implemented local shader arrays | |||
2020-02-11 | [Vulkan] Implemented local shader arrays | Yuri Roubinski | |
2020-02-11 | Merge pull request #31526 from Chaosus/shader_bug_vk2 | Rémi Verschelde | |
[Vulkan] Fix ternary operator shader compiler expression | |||
2020-02-11 | [Vulkan] Fix ternary operator shader compiler expression | Yuri Roubinski | |
2020-02-11 | [Vulkan] Implemented do/while loops for shaders | Yuri Roubinski | |
2020-02-11 | Yay very basic 3D (only white) finally shows. | Juan Linietsky | |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky | |
2020-02-11 | Vulkan/RD rasterizer now does clean exit. | Juan Linietsky | |
2020-02-11 | Fix comment | Juan Linietsky | |
2020-02-11 | Merge pull request #29993 from bruvzg/vulkan | Rémi Verschelde | |
Initial Vulkan support for macOS (MoltenVK) and Windows | |||
2020-02-11 | Add runtime GLES2 / Vulkan context selection. | bruvzg | |
2020-02-11 | Add static Vulkan loader. | bruvzg | |
Initial Vulkan support for Windows. Initial Vulkan support for macOS. | |||
2020-02-11 | Add a system to properly update materials if the uniform set is gone (likely ↵ | Juan Linietsky | |
deleted texture) | |||
2020-02-11 | Moved the shader source compilation code outside RenderingDevice and Vulkan | Juan Linietsky | |
2020-02-11 | Added a spinlock template as well as a thread work pool class. | Juan Linietsky | |
Also, optimized shader compilation to happen on threads. | |||
2020-02-11 | Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move ↵ | Juan Linietsky | |
GLSLang out. | |||
2020-02-11 | Custom material support seems complete. | Juan Linietsky | |
2020-02-11 | Completed material/2D shader support (missing SCREEN_TEXTURE) | Juan Linietsky | |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky | |
2020-02-11 | Modified light rendering to make it more compatible. | Juan Linietsky | |
Modified polygon management to make it more compatible with MoltenVK | |||
2020-02-11 | Use a special sampler for 2D shadows, so they are softer | Juan Linietsky | |
2020-02-11 | 2D lighting seems more or less complete. | Juan Linietsky | |
2020-02-11 | Normalmapping and Specularmapping working in 2D engine | Juan Linietsky | |
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually). | |||
2020-02-11 | Changed allocation strategy of CanvasItem draw commands. | Juan Linietsky | |
They should now allocate memory in blocks and reuse the same memory every time the item is cleared and redrawn. This should improve performance considerably. | |||
2020-02-11 | Fix crash on import. | Juan Linietsky | |
2020-02-11 | Added ability to retrieve back textures stored on GPU | Juan Linietsky | |
2020-02-11 | Bugfixes and ability to better specify filter and repeat modes everywhere. | Juan Linietsky | |
Removes antialiased flag for draw_* methods. | |||
2020-02-11 | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | |
Still a lot to do | |||
2020-02-11 | Basic 2D engine is more or less working, needs more work for editor to be ↵ | Juan Linietsky | |
usable. | |||
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Changed my mind on Vulkan image API, images should now include mipmaps | Juan Linietsky | |
This should make it easier to obtain the data directly from an Image | |||
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-11 | Modify RenderingDevice to use RIDs, now that they are O(1) | Juan Linietsky | |
2020-02-11 | Refactored RID/RID_Owner to always use O(1) allocation. | Juan Linietsky | |
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now. | |||
2020-02-11 | Added support for push constants | Juan Linietsky | |
2020-02-11 | Initial work on Vulkan: | Juan Linietsky | |
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/) | |||
2020-02-10 | Documented the new NavigationServer and all its associated nodes (2D and 3D) | Duroxxigar | |
2020-02-10 | - Integrated NavigationServer and Navigation2DServer. | Andrea Catania | |
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU. | |||
2020-02-08 | Merge pull request #35993 from akien-mga/who-let-the-latency-out | Rémi Verschelde | |
Workaround WebM playback bug after AudioServer latency fixes | |||
2020-02-08 | Merge pull request #35682 from nathanwfranke/canvas-cull-control-fix | Rémi Verschelde | |
Fix bug where canvas culls things at origin with size 0 | |||
2020-02-07 | Fix bug where Control at origin with 0 size not rendered | nathanwfranke | |
Make a new method instead to make the code more elegant Move Function down a bit | |||
2020-02-07 | Workaround WebM playback bug after AudioServer latency fixes | Rémi Verschelde | |
af9bb0ea15dfd3dfe8950fcfcce364485dadd92a fixed AudioServer's `get_output_delay()` (which used to always return 0) while renaming it to `get_output_latency()`. It now returns the latency from the AudioDriver, which can be non-0. While this was a clear bugfix, it broke playback for WebM files without audio track. It seems like the playback code, even though it queried the output delay to calculate a time compensation, was designed to work even though the delay value was actually bogus. Now that it's correct, it's not working. As a workaround we comment out uses of the output latency, restoring the behavior of Godot 3.1. This code should still be reviewed by someone more versed in video playback and fixed to properly account for the non-0 driver latency. Fixes #35760. | |||
2020-02-07 | Merge pull request #35986 from Chaosus/shader_index | Rémi Verschelde | |
Allow non-constants for indexing builtin types in shaders | |||
2020-02-07 | Merge pull request #35142 from clayjohn/GLES2-add-3d-textures | Rémi Verschelde | |
Add support for 3D textures to GLES2 | |||
2020-02-07 | Allow non-constants for indexing builtin types in shaders | Yuri Roubinsky | |
2020-02-07 | Prevent shader crash if invalid builtin used after array member accessor | Yuri Roubinsky | |
2020-02-05 | Remove duplicate WARN_PRINT macro. | Marcel Admiraal | |
2020-02-05 | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | |
2020-02-01 | Prevent shader crash when name conflict with "dus" and "__" occured | Yuri Roubinsky | |
2020-01-31 | Add support for 3D textures to GLES2 | clayjohn | |