Commit Graph

127 Commits

Author SHA1 Message Date
cf217627c7 Added a more minimal test to avoid crash in #20677 but I dont think this is the cause 2018-08-24 10:15:16 -03:00
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
de910f8c26 Finally figured out how to implement AnimatedTexture properly. 2018-07-16 11:43:49 -03:00
40f38216cf Merge pull request #19707 from toger5/fix_clipping_vflip
fix clipping with v_flip fixes: #18600
2018-07-12 05:05:56 +02:00
f6f7ada91b prevent redraws when an inactive Particles2D node is present 2018-06-20 22:44:11 +02:00
b4b7ca89f5 fix clipping with v_flip fixes: #2929 2018-06-16 22:55:21 +02:00
ee52d12921 Fix a corner-case bug in _copy_texscreen in the gles3 renderer
Fixes #17698
2018-05-15 14:35:46 +03:00
6103c8d7a3 Add no-blend canvas item render_mode 2018-05-07 22:41:12 +10:00
3bd0ca2a2d Skeletal deform working 2018-05-04 11:54:21 -03:00
b3e4bc562c Skeleton for 2D WIP 2018-05-03 17:29:56 -03:00
20cab06f9a Use GL_LINE_STRIP instead of GL_LINES when drawing polylines. 2018-02-28 23:00:13 -05:00
7cd867c3fe 2D Skeletons WORK IN PROGRESS 2018-02-21 17:24:00 -03:00
9e3a1e5401 Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. 2018-02-21 09:39:09 -03:00
ea57a19b34 Fix a rendering bug with screen_texture 2018-02-19 22:07:38 +02:00
e3f02b1a1b Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047 2018-01-11 19:39:47 -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
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
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
ffe827ab5a Fix pixel snap not being used in 3.0 2017-12-19 15:18:07 -02:00
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
65fb961b8b -Ability to and unwrap lightmap coordinates on import
-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-09 14:18:14 -03:00
d438ac0aed -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
9f134aa5d1 Cleanup old references to GLES2 renderer
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19 17:52:18 +01:00
4c0e927ccf Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, issue #11416 2017-11-17 01:40:00 +01:00
8b76199b4b Merge pull request #10897 from themindoverall/fix_box_select
Fix draw_rect when width or height < 0
2017-09-12 15:36:23 +02:00
2802dced84 Automatically redraw when shaders using TIME are visible, fixes #10554 2017-09-05 00:30:39 -03:00
3d6ccda188 Fix draw_rect when width or height < 0. Fixes #10849 2017-09-02 11:58:04 -05:00
3a188015be add shadow_filter variant PCF7 2017-09-01 15:01:24 +02:00
82208c1e8b Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose
Implement texture UV transpose in the gles3 renderer
2017-08-31 13:17:39 +02:00
92a42668f2 Implement texture UV transpose in the gles3 renderer
Now tilemap rotations work again \o/
2017-08-29 14:51:35 +03:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
8fc6bb8f77 Added polygon antialiasing, but it does not work on nvidia. Will have to try something else.. 2017-08-19 13:14:38 -03:00
539fbad919 Restored black bars and custom images instead of black bars, closes #1571 2017-08-07 18:09:13 -03:00
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
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
3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
f27d2a3355 -Moved NinePatch to shader, saves a ton of draw calls rendering UI
-Implemented missing stretch modes, now tile and tile fit work
2017-06-21 23:37:25 -03:00
95560e02c5 2D GPU Particles working.. 2017-06-21 16:26:26 -03:00
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
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
80929d36be TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
47b34bf79b Remove error spam on Intel, closes #8665 2017-06-15 09:02:34 -03:00
2b62872547 Fix _draw_polygon colors and uvs 2017-06-14 18:43:57 -03:00
a8a1f2e2a8 -Fixed occluder rendering, closes #8560
-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
41c3ca358e Fixed _draw_polygon, should help fix other bugs.. 2017-06-12 18:56:16 -03:00