408f4cb146
Set correct types on a couple variables inside the canvas.glsl
2018-01-12 22:02:28 +01:00
e56b3439a5
Attempt renaming multiple times on safe file save, and make the behavior optional. Fixes #14339 .
2018-01-12 17:03:52 -03:00
0041efec1d
Fix mat2 alignment
2018-01-12 12:45:16 -03:00
f4d603b902
Fix uniform alignment, closes #14962
2018-01-12 12:43:26 -03:00
3a05d974e0
Instance dependency for particles was not being get rid of. Again fixes #15591
2018-01-12 09:12:31 -03:00
e3f02b1a1b
Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047
2018-01-11 19:39:47 -03:00
252344f706
Fixed graphic artifact caused by anisotropic filter
2018-01-11 12:55:18 +01:00
e49ddf2984
Merge pull request #15555 from BastiaanOlij/clamp_blends
...
Clamp blend to fix screen space reflections
2018-01-10 13:36:13 +01:00
ebc96195d8
Clamp blend to fix screen space reflections
2018-01-10 23:23:00 +11:00
f1ef2d5183
Merge pull request #15553 from AlmightyScientist/issue-15453
...
Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10 12:46:52 +01:00
4820910648
Shader Language: Fixes EXTRA_MATRIX undefined.
...
Fixes #15453 .
2018-01-10 12:37:28 +01:00
b6cff1ba69
Fix stretch aspect keep mode
...
Fix #15407
Fix #15514
2018-01-10 10:49:26 +09:00
1c806abdaa
Fix shader compile error on Android
...
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-09 16:44:56 +09:00
87bbaddac3
removed unused project setting rendering/quality/depth_prepass/disable
2018-01-08 21:02:53 +01:00
384055c86f
Fix use of execvp, earlier fix was short sighted and only worked
...
when godot could be found in PATH.
The correct fix is to use sysctl to get the path to the current executable
this also fixes the ability to call external commands.
2018-01-08 12:07:28 +10:30
4c23f94af9
properly blend interior and exterior ambient in reflection probes, fixes #14695
2018-01-06 19:34:03 -03:00
bfeaf27a3e
Properly dispose of instance capture data, fixes #14795
2018-01-06 19:06:04 -03:00
d72a32bc54
Use better initialization value for normalmap, fixes #14720
2018-01-06 18:09:11 -03:00
9cf19f8dee
Ensure depth reads go via alpha render list, fixes #14759
2018-01-06 17:38:39 -03:00
a195f81a6a
Improve detection of variable writing in shader, fixes #15177
2018-01-06 09:56:47 -03:00
380ee87e80
Fixed problem with missing uninitialized last byte on waveform trip, closes #15316
2018-01-05 16:28:08 -03:00
003f2dab78
Fix dual paraboloid shadow maps, closes #14487
2018-01-05 12:13:52 -03:00
0c86c1ad15
Fixed GIProbe blending, closes #15164
2018-01-05 10:34:31 -03:00
e4213e66b2
Add missing copyright headers and fix formatting
...
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
6e2ed15ff1
Add support from properly exporting shared objects, needed for GDNative export
2018-01-04 15:43:06 -03:00
e315c94900
Change OS::initialize signature to return Error (fix segfault on x11)
2018-01-04 15:15:55 +01:00
f066991aa7
found via cppcheck:
...
remove code that will never run
make definition and declaration names for parameters match
change floats that were being set to bool values
remove pointer that is never used
2018-01-03 21:23:48 -07:00
d65ac7378c
Fix crash in OS::execute on FreeBSD
...
As spotted by @robfram, closes #15288 .
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
2018-01-04 01:20:20 +01:00
72d3c474b0
Merge pull request #15170 from ibrahn/fix-particle-leak
...
RasterizerStorageGLES3, delete particle objects freed by RID
2018-01-04 01:07:54 +01:00
474523d409
Revert "Add missing image format RGB10A2. Fixes #14964 "
2018-01-03 16:43:07 -03:00
75c624e119
RasterizerStorageGLES3, delete particle objects freed by RID
...
fixes #15151
2018-01-03 15:52:47 +00:00
6d812ad27f
Merge pull request #15051 from binbitten/bug-fixes
...
Add missing image format RGB10A2. Fixes #14964
2018-01-03 10:17:48 +01:00
2c226e4edf
Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR.
2018-01-02 18:45:00 -03:00
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
5c636875e4
Merge pull request #14971 from mrcdk/particles_emitting
...
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-27 10:45:36 +07:00
c858dbdc4e
Fixed proper texture binding for sprite material, fixes #13987
2017-12-26 15:56:18 -03:00
c54927a127
Property apply shader parameters, even when materials are being reused, fixes #14012
2017-12-26 15:13:00 -03:00
b411029e31
Merge pull request #14796 from AlmightyScientist/issue-14552
...
Shader Language: Fix Vertex Lighting artifacts.
2017-12-26 12:46:48 -03:00
2b31155baa
Fix sidedness check in material. Also remove SIDE built-in.
2017-12-26 11:09:52 -03:00
267bad6b4c
Add missing image format RGB10A2. Fixes #14964
2017-12-25 21:01:01 +01:00
1f609b7a82
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-23 05:23:41 +01:00
7d0cabe9d3
Change skeleton processing to work on global coordinates, should help fix many import problems from Blender, GLTF2, etc.
2017-12-21 17:36:39 -03:00
3ca06e1184
Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805
2017-12-19 15:26:18 -03:00
ffe827ab5a
Fix pixel snap not being used in 3.0
2017-12-19 15:18:07 -02:00
6c25eabbc5
Shader Language: Fix Vertex Lighting artifacts.
...
- When using Direction Lighting along with Vertex Lighting,
putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear.
(#14552 )
Fixes #14552 .
2017-12-18 09:15:28 +01:00
aefa23eac1
Merge pull request #14794 from endragor/remove-debug-logs
...
Remove debug logs that are of no use to end users
2017-12-18 07:40:01 +01:00
ec31c4f380
Remove debug logs that are of no use to end users
2017-12-18 13:37:37 +07:00
8f25a2dc11
Cleanup some #if 0'd code
2017-12-17 15:40:24 +01:00
34991af553
Don't glBindTexture() on viewports without effects
...
@reduz said there was another place that needed to be checked for a
similar issue but I have to admit I didn't understand.
This fixes #13337
2017-12-16 23:38:02 +01:00
a9ddc8f7cf
Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangely
...
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-16 08:59:27 -03:00