Commit Graph

445 Commits

Author SHA1 Message Date
1a981ef268 add project setting for max lights and reflections in gles3 2019-07-28 17:54:25 -07:00
0381ff35aa Merge pull request #30764 from clayjohn/contact-shadow
Fix contact shadows appearing when shading casting is off
2019-07-23 07:02:38 +02:00
b1839e5e85 fix contact shadows appearing when shading casting is off 2019-07-22 15:03:51 -07:00
b1e382178c Disable high-quality voxel cone tracing by default
This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.

This closes #30727.
2019-07-21 17:39:03 +02:00
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
f7dad789e9 Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
5c66771e3e Merge pull request #29283 from qarmin/fix_some_always_same_values
Remove always true/false values
2019-06-20 21:10:10 +02:00
072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
4ebedb5f11 Made constants fully upper case in camera server 2019-06-19 22:24:54 +10:00
02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
971b5160c6 Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
2abe7deae8 fix no depth test and render_priority sorting 2019-05-23 09:21:57 -07:00
a342131eba Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
b60754ab40 Merge pull request #26839 from toasteater/fix/keep-linear
Respect keep_3d_linear when transparent_bg is on.
2019-04-08 10:58:59 +02:00
8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
7cbfce7a8c Respect keep_3d_linear when transparent_bg is on.
When transparent_bg is on, or the render target is too small,
Godot would skip postprocessing and disregard keep_3d_linear.

This fixes #26817.
2019-04-05 20:42:59 +08:00
e7f22ebdcd Enable warnings=extra on clang and GCC testers.
And remove 2 warnings from warnings=extra.
2019-04-02 17:14:47 +02:00
849596c40c Fixed handling of depth texture so it's resolved and bound when needed
- Cleaned up and improved the code determining when we need to use a depth
  prepass (previously it wasn't executed in certain cases even if it was
  needed)
- Added code to prepare and bind the depth texture even when no depth prepass
  or MRTs (more precisely effect buffers) are used

Fixes #25870, #25535, and #25387.
2019-03-26 17:48:22 +01:00
0eb61c3106 Undo #25557 (was not right anyway), fixes #26258 2019-03-11 14:58:51 -03:00
4d875f115c Also take dof blur in consideration for using MRTs, fixes #26236 2019-03-03 16:28:07 -03:00
34dd772054 Properly redraw if something animated is visible 2019-03-03 13:43:54 -03:00
2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
7f289304af Fix #26100 by casting to integer. 2019-02-26 19:29:08 +01:00
aef5b36bfa Ensure that no depth test is used (specially in prepass) for objects that dont test or draw depth, fixes #25201 2019-02-22 14:48:10 -03:00
8fd2eb6234 Many fixes regarding depth buffer clearing, closes #25994, closes #25975 2019-02-21 12:31:41 -03:00
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
d6a88bbc30 Remove all references to stencil, fixes problems on iOS. 2019-02-13 07:58:52 -03:00
d116705538 Allow usage of depth texture when contact shadows are disabled 2019-02-01 12:46:43 -08:00
6d4d55cd42 Do not use depth prepass if effects are disabled, fixes #25267 2019-01-25 15:58:07 -03:00
fe72e69c79 Revert "Fix GLES3 error 502 on iOS" 2019-01-26 01:51:41 +11:00
677d4400de Ensure contact shadows are only used when lights use them. 2019-01-25 11:41:25 -03:00
da7f9e1ed1 Fix GLES3 error 502 on iOS 2019-01-26 00:52:54 +11:00
42764ed252 Revert "Fix errors on iOS" 2019-01-24 17:15:52 -03:00
cab45f2f26 Fix errors on iOS 2019-01-23 13:38:19 +11:00
46af4b0a4b Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 2019-01-22 10:05:23 -03:00
d9eb6a5b20 Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j]
(for j > 0). Even though there's a valid space in a struct after shadow_matrix1.
Knowing that GCC performs aggressive optimizations that eventually lead
to a wrong code. Code has been changed into union where one can either
use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma
is not needed any longer.
2019-01-19 10:25:01 +01:00
50c8019dcd Fix excluding GCC pragmas from Clang
Why the heck does Clang define __GNUC__...
2019-01-19 08:17:32 +01:00
a9fcd574f4 Only define GCC pragmas for GCC 2019-01-19 08:00:17 +01:00
6793908a3f Work around a GCC optimizer bug at -O3
This bug has been reported upstream, once it gets fixed we'll add some
version guards to only disable this for specific GCC versions.

This fixes #19633
2019-01-18 16:31:37 +01:00
d8f0087dc8 Merge pull request #24568 from Shinryuuji/fix-wrong-texture-array-target
Fix wrong default target for sampler2DArray
2019-01-04 16:14:29 +01:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
7bfddbec3a Fix wrong default target for sampler2DArray 2018-12-23 15:25:46 +01:00
f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
af8d941c55 Added luminance capping to avoid glitches on small dots. closes #17996 2018-11-28 01:22:20 -03:00