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