Commit Graph

2871 Commits

Author SHA1 Message Date
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