<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/drivers/gles2, branch 2.1.4-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/drivers/gles2?h=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/gles2?h=2.1.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:11:45Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:11:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9d598833d2e284b57458ade9d27b9433588339ef'/>
<id>urn:sha1:9d598833d2e284b57458ade9d27b9433588339ef</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Re-apply clang-format to all files</title>
<updated>2017-08-27T12:11:11Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:11Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=886c7d82d07797344439f09de64811467f5a6300'/>
<id>urn:sha1:886c7d82d07797344439f09de64811467f5a6300</id>
<content type='text'>
Some badly formatted code has managed to pass through our CI...
</content>
</entry>
<entry>
<title>Correct hash behavior for floating point numbers</title>
<updated>2017-08-20T21:44:28Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-02-15T13:41:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=364f2e8082b01010628294d7ab7418687874993e'/>
<id>urn:sha1:364f2e8082b01010628294d7ab7418687874993e</id>
<content type='text'>
This backports the work in #7815 and the subsequent fixes in #8393

The following program now works as expected in this branch in both
release_debug and debug mode:

```gdscript
        print(sqrt(-1))
        print(sqrt(-1))

        var simple1=asin(10.0)
        var simple2=acos(10.0)
        print(simple1)
        print(simple2)
```

And successfully prints -nan 4 times

This fixes #9580 and fixes #8925
</content>
</entry>
<entry>
<title>Add closest_power_of_2 func and implement mix_rate/latency on OS X</title>
<updated>2017-08-18T15:10:21Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-08-18T15:10:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=647c4ae5bf9b64e78b8ff0fd36c8aa610f2a814b'/>
<id>urn:sha1:647c4ae5bf9b64e78b8ff0fd36c8aa610f2a814b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #7912 from RandomShaper/pause-rasterizer-2.1</title>
<updated>2017-08-17T09:43:58Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-17T09:43:58Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=938dc07b2b11a1f4f418ee0f7811285d57035507'/>
<id>urn:sha1:938dc07b2b11a1f4f418ee0f7811285d57035507</id>
<content type='text'>
Implement time scaling for the rasterizer (2.1)</content>
</entry>
<entry>
<title>Add missing NULL checks to prevent possible crashes on _add_geometry</title>
<updated>2017-08-06T13:37:37Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-08-06T13:37:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=45096ee62c4910c088b16b72f8824c0d71c1f21f'/>
<id>urn:sha1:45096ee62c4910c088b16b72f8824c0d71c1f21f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>BuildSystem: generated files have .gen.ext</title>
<updated>2017-06-25T13:31:56Z</updated>
<author>
<name>Poommetee Ketson</name>
</author>
<published>2017-06-25T12:26:24Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4a0dc529ce9d1dd35ffa9643351babb1fe0f12dc'/>
<id>urn:sha1:4a0dc529ce9d1dd35ffa9643351babb1fe0f12dc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #9100 from RandomShaper/optimize-2d-lighting-2.1</title>
<updated>2017-06-15T13:12:43Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-06-15T13:12:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=734045667dcd502373e5661c9c486111bcbc9a1b'/>
<id>urn:sha1:734045667dcd502373e5661c9c486111bcbc9a1b</id>
<content type='text'>
Add optimizing AT_LIGHT_PASS builtin to canvas shaders (2.1)</content>
</entry>
<entry>
<title>Merge pull request #9101 from RandomShaper/filtered-texscreen-2.1</title>
<updated>2017-06-15T11:35:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-06-15T11:35:33Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8536d21931f69941bce9316da4307c41e0558919'/>
<id>urn:sha1:8536d21931f69941bce9316da4307c41e0558919</id>
<content type='text'>
Add option for filtered texscreen (2.1)</content>
</entry>
<entry>
<title>Add optimizing AT_LIGHT_PASS builtin to canvas shaders</title>
<updated>2017-06-15T00:03:25Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-06-09T17:19:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=184ef184209d42c06f04a5a3162bd76a1a184be0'/>
<id>urn:sha1:184ef184209d42c06f04a5a3162bd76a1a184be0</id>
<content type='text'>
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
You can use `if (AT_LIGHT_PASS) , negated or not, and that will be converted to a preprocessed #if when the shader is compiled.
Depending on your game (number of items and lights), this can be a *significant* performance gain, or at least avoids relying on the driver's optimizing abilities.
</content>
</entry>
</feed>
