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
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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
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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
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@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
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-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)
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-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,
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leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
9f134aa5d1
Cleanup old references to GLES2 renderer
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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
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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
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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
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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.
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-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).
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(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.
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-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.
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-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
f27d2a3355
-Moved NinePatch to shader, saves a ton of draw calls rendering UI
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-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
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-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
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
a4a12a2b7b
Fixed AtlasTexture being incorrectly
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Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
2017-03-30 21:09:25 -04:00
5dbf1809c6
A Whole New World (clang-format edition)
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
f50488a361
Various fixes detected using PVS-Studio static analyzer.
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
d7fd86d51a
-begin of export work, not done yet
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-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
e06edc67c0
Enable WebGL2 in web export, start fixing build
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Will not yet compile
2017-02-01 10:21:04 +01:00
3a02df7739
Working on compile issues for iOS
2017-01-16 23:14:13 +11:00
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00