Juan Linietsky
f4c8c552f9
Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.
2017-07-08 12:36:15 -03:00
Poommetee Ketson
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
Juan Linietsky
84de71872f
-Added triplanar mapping modes
...
-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky
2a3e00c8c7
-Many fixes to VisualScript, fixed property names, etc.
...
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Juan Linietsky
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
...
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
83ae9a5e28
Ability to restart particle system with a function call
2017-06-25 08:01:50 -03:00
Juan Linietsky
0cac32910a
-Restored support for Canvas BG mode on Environment
...
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
8ef1c41a4e
Small fixes required to get platformer to work.
...
Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
57ebad28a9
Order of 2D nodes in tree affects drawing properly again.
2017-06-22 09:33:20 -03:00
Juan Linietsky
95560e02c5
2D GPU Particles working..
2017-06-21 16:26:26 -03:00
Juan Linietsky
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
Juan Linietsky
2da3f48e5a
-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
...
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
Juan Linietsky
9757fc354c
Fix transparent background rendering, closes #8703
...
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Juan Linietsky
e11fae0bbf
Particles properly update the shadow maps, closes #8815
2017-06-17 07:32:49 -03:00
Juan Linietsky
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
...
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Rémi Verschelde
8b1bc9da88
Merge pull request #9208 from Calinou/tweak-default-fov
...
Increase the default perspective camera FOV
2017-06-16 17:51:04 +02:00
Juan Linietsky
80929d36be
TIME constant reverted to a single float, fixes #9123
2017-06-16 08:30:21 -03:00
Juan Linietsky
29cfc365aa
Fixes to SSR, WIP.
2017-06-16 08:30:21 -03:00
Hugo Locurcio
cdcc3c919b
Increase the default perspective camera FOV
...
This does not affect existing projects, but will affect newly-created
editor settings and Camera nodes.
2017-06-16 12:07:07 +02:00
Juan Linietsky
f8bd488457
Merge pull request #9109 from RandomShaper/optimize-2d-lighting
...
Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez
93ffd9023f
Add AT_LIGHT_PASS builtin to canvas shaders
...
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Juan Linietsky
462d8ceb46
Fixed several bugs with directional light, and changed defaults to be more sensible.
2017-06-14 17:06:36 -03:00
Juan Linietsky
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
...
-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Marc Gilleron
af9fd6f44a
Fixed compilation on Windows + removed debug print
2017-06-12 01:58:57 +02:00
Juan Linietsky
61c82f4356
Restored everything related to information polling, and added information box for viewport.
2017-06-11 18:13:04 -03:00
Juan Linietsky
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
alexholly
935f730170
renamed all Rect3.pos to Rect3.position
2017-06-09 15:54:02 +02:00
Juan Linietsky
612ab8fcdb
-Restored multithread capability to VisualServer
...
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
5bf810b5db
-Added proper access to depth texture from shader
...
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky
840ac8c018
Fog is complete!
2017-06-07 08:38:21 -03:00
Juan Linietsky
0fb99306ff
-working SCREEN_TEXTURE, SCREEN_UV shader variables
...
-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
Poommetee Ketson
5fd458e03a
Fix build error
2017-06-05 21:19:54 +07:00
Rémi Verschelde
f8d7670e82
Merge pull request #9038 from AlexHolly/rect2-rename-pos
...
renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Juan Linietsky
5aa66d03d8
Added depth texture support (using parallax) to default material.
2017-06-04 20:35:45 -03:00
alexholly
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
Juan Linietsky
c03131fc9f
Rework shading modes and change location of light shader
2017-06-01 18:56:02 -03:00
Juan Linietsky
a134f58fb3
rewritten PBR implementation to make it friendlier with Blender
2017-05-31 20:29:56 -03:00
suptoasty
e0befd2f23
Fixed a typo in a Visual Server var name ( #8977 )
2017-05-29 08:08:16 +02:00
Juan Linietsky
bf6380ee70
Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not.
2017-05-25 14:00:43 -03:00
BastiaanOlij
c51ce72702
Added texture_get_texid
2017-05-20 10:09:36 +10:00
Juan Linietsky
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
Carter Anderson
212c6306a8
Fix get_shader_type index upper bound
2017-05-01 23:41:44 -07:00
Juan Linietsky
1c480698ce
-Fixed crash with splash screen on windows
...
-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Juan Linietsky
7ba71fb243
Restored (And auto-generated) splash image
2017-04-09 20:03:38 -03:00
Juan Linietsky
fccf2816d4
-Fix eternal black screen on Windows
...
-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Juan Linietsky
4286aef693
Particle system is complete. Rejoice!
2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Rémi Verschelde
debeee56f7
Fix typos in source code using codespell
...
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Pedro J. Estébanez
5ff0924a93
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-08 02:07:59 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
Thaer Razeq
f50488a361
Various fixes detected using PVS-Studio static analyzer.
...
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
...
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Juan Linietsky
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
Kenneth Lorthioir
6961ed21bb
Fixed compilation issues with Visual Studio
2017-02-08 18:14:52 -05:00
Juan Linietsky
6bfaa0f12c
shadows were not working in-editor for nvidia, fixed now
2017-02-06 20:18:35 -03:00
Juan Linietsky
5cc63dee0f
ability to adjust propagation in gi probe
2017-02-06 05:12:15 -03:00
Juan Linietsky
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
BastiaanOlij
3a02df7739
Working on compile issues for iOS
2017-01-16 23:14:13 +11:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Rémi Verschelde
93ab45b6b5
Style: Fix whole-line commented code
...
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
35b404ba08
Unify naming of blendshape / morphtarget into just "Blend Shape"
2017-01-12 08:34:00 -03:00
Juan Linietsky
bc26f90581
Type renames:
...
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
Juan Linietsky
495d059a74
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-05 09:18:03 -03:00
Juan Linietsky
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
...
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
BastiaanOlij
55d425807f
First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point.
2017-01-04 23:34:02 +11:00
Juan Linietsky
76c2e8583e
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
...
-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
lonesurvivor
8b8807e37d
Improvement to y_sort: make clear which item has to be drawn first
...
when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
2017-01-03 10:35:30 +01:00
Rémi Verschelde
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
...
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
ed518ff713
Revert "small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate"
...
This reverts commit 4118b21e43
.
Same rationale as previous revert.
2017-01-02 20:39:25 +01:00
Rémi Verschelde
86b0669f4c
Revert "Add/expose VisualServer::get_default_clear_color()"
...
This reverts commit 753ba67d65
,
in preparation from the merge of the gles3 branch, as the VisualServer
code changed too much to port this commit over during merge conflicts
resolution. It could be readded afterwards.
2017-01-02 20:32:52 +01:00
Juan Linietsky
2820b2d82b
fix stupid bug in light downscaling for GI Probe
2017-01-02 14:09:42 -03:00
Juan Linietsky
c2a217c350
WIP particle system
...
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Rémi Verschelde
c7bc44d5ad
Welcome in 2017, dear changelog reader!
...
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
a62c99c4e4
Some fixes and clean ups
2016-12-31 10:53:29 -03:00
reduz
f4a56e7782
begin work on new particle system
2016-12-30 08:35:54 -03:00
reduz
289bc881aa
now it really works on window for real
2016-12-25 08:05:23 -03:00
reduz
0d4abf2aa3
fixed a horrible bug on Windows AMD, scenes saved until now in this branch
...
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky
3adb42e217
Fixed many more bugs reported by Valgrind
2016-12-23 08:47:16 -03:00
Juan Linietsky
4e729f38e0
baking now shows a proper button, and bakes can be saved.
2016-12-23 00:37:38 -03:00
Juan Linietsky
f9603d8236
can bake for omni and spotlight
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store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky
37f558cd7b
Some BRDF fixes
2016-12-21 14:22:17 -03:00
reduz
72b844c349
Godot works on Windows again..
2016-12-21 02:29:58 -03:00
Juan Linietsky
075fde7f26
work in progress global illumination
2016-12-20 00:21:07 -03:00
Juan Linietsky
22a90e8f2a
DOF blur, near and far fields..
2016-12-10 01:13:20 -03:00
Juan Linietsky
18ebd22000
Multi stage glow with light bleeding from HDR
2016-12-08 09:48:38 -03:00
Juan Linietsky
8534ced22d
Tonemapping and Auto Exposure support
2016-12-07 17:49:52 -03:00
Patrick Reh
4118b21e43
small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate
2016-12-04 16:51:58 +01:00
Juan Linietsky
a299c3ebf1
Support for SSAO
2016-12-04 12:45:30 -03:00
Juan Linietsky
27a46d78ec
Subsurface scattering material param is now working!
2016-12-02 22:23:16 -03:00
Juan Linietsky
a47c78aed1
Screen space reflection effect
2016-11-29 19:55:12 -03:00
Juan Linietsky
a732708b9d
Blend shapes using transform feedback (GPU)
2016-11-24 20:46:55 -03:00
Juan Linietsky
7cf8d75cf8
WIP immediates and proper buffers swapping
2016-11-23 07:04:55 -03:00
Juan Linietsky
943d27f46d
Instancing is working! (hooray)
2016-11-22 01:26:56 -03:00
Juan Linietsky
a2505542ff
Huge amount of improvement in the material system. Materials should be
...
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
c39d2b3f42
working reflection probes!!
2016-11-19 13:23:37 -03:00
Juan Linietsky
a7078a4be9
Done with lights and shadows (wonder if i'm missing something..)
2016-11-11 12:27:52 -03:00
Juan Linietsky
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
Rémi Verschelde
d4c17700aa
style: Fix PEP8 whitespace issues in Python files
...
Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Juan Linietsky
6b2a27bbe5
shadow atlas allocation (work in progress)
2016-10-31 08:47:46 -03:00
Juan Linietsky
d6567010bf
-Many many fixes
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-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
Rémi Verschelde
f5818c8e63
Merge pull request #6812 from RandomShaper/get-visualserver-clear-color
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Add/expose VisualServer::get_default_clear_color()
2016-10-22 12:52:40 +02:00
Juan Linietsky
cb34b70df1
More scene work, can display a skybox
2016-10-21 07:27:13 -03:00
Juan Linietsky
4428115916
Everything returning to normal in 3D, still a long way to go
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-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Rémi Verschelde
fc8ccd5b8c
SCsub: Add python shebang as a hint for syntax highlighting
...
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pedro J. Estébanez
753ba67d65
Add/expose VisualServer::get_default_clear_color()
2016-10-13 11:24:55 +02:00
Juan Linietsky
1527cf8c0d
2D Shaders are working again using the new syntax, though all is buggy in general
2016-10-10 18:31:01 -03:00
Juan Linietsky
850eaf7ed7
-the new shader language seems to work
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-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00
Juan Linietsky
cf5778e51a
-Added ViewportContainer, this is the only way to make viewports show up in GUI now
...
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
a6e9dc6153
make editor update by tracking changes in visualserverraster
2016-10-03 23:46:24 -03:00
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
...
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Rémi Verschelde
80861b7d59
Merge pull request #6414 from RandomShaper/improve-shader-shadow
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Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky
fc61eb37ce
Merge pull request #5920 from 29jm/fix-warnings
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Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky
c5b7385110
Merge pull request #6250 from Ovnuniarchos/CursorHotspot
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Mouse hotspot is now honored.
2016-09-10 12:07:08 -03:00
Pedro J. Estébanez
0960887625
Expose light shadow color to canvas item shaders
2016-09-07 01:52:54 +02:00
Juan Linietsky
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Ovnuniarchos
8fcd92c38a
Mouse hotspot is not honored.
2016-08-23 07:57:04 +02:00
Johan Manuel
046f94d3ac
Remove some unused variables
2016-08-13 13:21:35 +02:00
Juan Linietsky
0e6e0ed0e5
Merge pull request #5533 from Hinsbart/cursor_atex
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Can use AtlasTextures as custom mouse cursor.
2016-07-10 12:41:57 -03:00
Rémi Verschelde
f40f360a2c
Remove unused variables (fourth pass) + dead code
...
Also fix a potential regression from 3fcb9b1ec1
.
2016-07-08 16:47:55 +02:00
Andreas Haas
91add16300
Can use AtlasTextures as custom mouse cursor.
...
fixes #3957
2016-07-03 19:36:12 +02:00
Rémi Verschelde
c3bf11d4d4
Drop fully commented-out files
...
Part of #5272
2016-06-18 20:23:49 +02:00
Rémi Verschelde
b7dbf9207a
Drop empty files that are not used anywhere
...
Part of #5272
2016-06-18 19:46:30 +02:00
Geequlim
fdf914e53e
Add texture region support for stylebox render
2016-06-05 00:45:53 +08:00
Juan Linietsky
8be2fabbe5
Changed import workflow
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Juan Linietsky
d3495b128a
-Improve resource previews
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-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
Hubert Jarosz
33403d91f7
remove trailing whitespace
2016-05-21 15:29:25 +02:00
Juan Linietsky
89d87294db
ability to shrink all images x2 on load
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this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
Rémi Verschelde
aec4f57f95
Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
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Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
Saracen
24bc7d8db7
Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance.
2016-03-12 16:51:17 +00:00
Hubert Jarosz
7b07bcaf44
fix six possible "divide by zero"
2016-03-09 00:18:23 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Saracen
7fecebd8a8
Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
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Conflicts:
servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
Nuno Donato
2d1de83434
refix particles3d issue, bringing down the amount limit to 1024
2016-02-16 08:56:31 +00:00
Nuno Donato
b3fadd66c8
* raised the max amount of particles to match the max number allowed in the inspector (prevents crash)
2016-02-12 11:45:26 +00:00
Saracen
de5281c398
Ability to colourize baked lighting in real time.
2016-02-06 18:03:20 +00:00
Juan Linietsky
199a29b353
Merge pull request #3184 from vnen/update-copyright-2016
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Update copyright to 2016 in headers
2016-01-01 11:03:29 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
7879efc50b
Make both lights and occluders stop working if hidden, fixes #2437
2016-01-01 10:45:24 -03:00
Juan Linietsky
428984ec0c
-New mask mode for lights, makes using masks MUCH easier.
2015-12-08 20:25:08 -03:00
Juan Linietsky
38ab47d2f9
Merge pull request #2865 from hurikhan/pr_fix_2791
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Added additional token checks for the shader if..else.. statement.
2015-12-08 17:09:58 -03:00
Juan Linietsky
4b1f0afb01
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
Andrea Chua
67a1c3f136
Bug Fix #2541 : Shader language function validation logic
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ensures that it finds the correct function to validate.
2015-11-27 21:27:06 +08:00
hurikhan
49f4ec2b71
Added additional token checks for the shader if..else.. statement. Fixes issue #2791 .
2015-11-22 13:49:58 +08:00
Saracen
dd00452997
Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
2015-11-18 23:18:10 +00:00
Juan Linietsky
0c3386b2ed
Merge pull request #2707 from akien-mga/master
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Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
f0aeb036d1
Merge pull request #2715 from SaracenOne/shader_fix_and_enhancement
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Write to 4-dimensional position access and shader graph code generation fix.
2015-11-18 19:36:47 -03:00
Juan Linietsky
e82afd9c50
Merge pull request #2629 from firefly2442/float-to-bool
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float to bool variable type, fixes : #2478
2015-11-18 19:17:29 -03:00
Juan Linietsky
e8435cc721
Merge pull request #2632 from firefly2442/duplicate-inherited-vars
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remove child variable that is duplicated from parent class
2015-11-18 19:16:35 -03:00
Saracen
c1d19ad258
New shader feature: change the colour of shadows on a per-material basis.
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
2015-11-08 03:54:55 +00:00
Saracen
b54d96ceba
Added ability to write directly to 4-dimensional position vector from within custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
2015-11-02 16:03:31 +00:00
Rémi Verschelde
399b1b0474
Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39 )
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
b59c86f6f9
-Ability to debug video memory usage
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-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
firefly2442
bb68dc5210
remove child variable that is duplicated from parent class
2015-10-18 21:45:27 -05:00
firefly2442
4621d30d1b
float to bool variable type, fixes : #2478
2015-10-18 19:49:30 -05:00
Juan Linietsky
63033aa646
Merge branch 'master' of https://github.com/okamstudio/godot
2015-10-17 10:30:08 -03:00
Juan Linietsky
ab22203791
misc cleanup
2015-10-17 10:29:54 -03:00
Juan Linietsky
b217e1417a
Merge pull request #2479 from firefly2442/cppcheck-unusedvars
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ran cppcheck, found unused variables
2015-10-17 10:25:36 -03:00
Zher Huei Lee
7f001a2c76
nested clipping of canvas items now works
2015-10-05 11:50:16 +01:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
firefly2442
afbb6c064c
ran cppcheck, found unused variables
2015-09-16 15:35:30 -05:00
romulox_x
e5730c1c7c
fixed server breaking error in previous splash screen commit
2015-09-12 19:15:02 -07:00
steve
b0e5031f1f
ios now displays splash screen between launch image and main scene, instead of a black screen
2015-09-10 15:01:02 -07:00
Juan Linietsky
b0aa49accb
merged some stuff for okam
2015-09-03 23:24:55 -03:00
Juan Linietsky
52308aba68
ability to change shadow color in light2d
2015-06-24 18:15:43 -03:00
Juan Linietsky
9e479065f5
new space shooter demo
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ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Juan Linietsky
b524b40fdc
-fixed many memory initialization issues
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-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
Juan Linietsky
9df77d2765
ability to run 2D physics in a thread
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Juan Linietsky
e323cc0505
-Rename unexisting by nonexistant, closes #1940
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-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
ehriche
897a1aade5
optional formal changes
2015-05-06 01:22:31 +02:00
Juan Linietsky
4804462ee0
-Fixes from source code analyzizer, closes #1768
2015-05-01 10:44:08 -03:00
Juan Linietsky
5c6b31c024
-fixed broken lighting in release version of godot for isometric light demo, fixes #1697
2015-04-30 11:34:24 -03:00
Juan Linietsky
0adca0a7c9
-made normalmaps easier in 2D, fixes #1467
2015-04-27 08:11:54 -03:00
Juan Linietsky
972af0b0cb
-Fixed shader commets, /* */ works well and crash is solved, fixes #1711
2015-04-26 12:34:42 -03:00
Juan Linietsky
ec00cd5c41
-Resolved light clipping issue due to wrong global rect cache, fixes #1722
2015-04-25 10:32:34 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
4661a6e126
-try to avoid errors when path using ".." is present in script include, fixes #1703
2015-04-18 16:17:33 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
3e20391bf6
-Changed bootsplash option to use a file, fixes #1539
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-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12 17:55:01 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
68e42f53ba
Beta1 Attempt #1
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00
Juan Linietsky
7fc4059b13
read depth fixes
2015-03-31 17:57:16 -03:00
Juan Linietsky
f706e3e5d1
Merge pull request #1380 from ElectricSolstice/wparentheses_removal
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Changed code to remove gcc -Wparentheses warnings.
2015-03-22 15:05:47 -03:00
Juan Linietsky
acc6f3b285
signed distance field font support
2015-03-21 00:43:33 -03:00
Juan Linietsky
53e1694e1e
New option to send canvas to render buffer
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allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Juan Linietsky
650e13f3cd
back buffer copy node, to improve on texscreen()
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back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
a6f96f46b7
small optimizations to isometric light demo
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should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
Juan Linietsky
91744e9ed3
New Demo, Screen Space Shaders
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-Fixes to screen space shaders.
-Fixes to isometric light demo.
2015-03-10 00:53:50 -03:00
Juan Linietsky
09489e3a78
lot of work on 2D lighting and isometric maps
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
2c2894ceb6
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky
4d2198110b
merges from okam repo
2015-03-03 14:39:13 -03:00
Juan Linietsky
a1f715a4da
support for 2D shadow casters
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Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
romulox_x
2ac767b1f5
changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0
2015-02-21 13:57:12 -08:00
Juan Linietsky
1d7337ba10
Merge pull request #1369 from not-surt/tile_rotation
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Tile Rotation
2015-02-21 15:37:02 -03:00
romulox_x
f4312a5076
added option to disable automatic clearing of viewport render buffer
2015-02-21 01:35:06 -08:00