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* Fix typos in code and docs with codespellRémi Verschelde2018-01-182-2/+2
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Convert special case RGB10_A2 to RGBA8 when obtaining texture databinbitten2018-01-181-1/+24
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* Fix copy shader in GLSL ES 3.0Leon Krause2018-01-151-1/+1
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* Fix Particles2D in WebGL 2.0Leon Krause2018-01-151-0/+1
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* Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde2018-01-131-1/+1
|\ | | | | Set correct types on a couple variables inside light_compute in canvas.glsl
| * Set correct types on a couple variables inside the canvas.glslMrCdK2018-01-121-1/+1
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* | Merge pull request #15633 from binbitten/fix-mat2-alignRémi Verschelde2018-01-132-9/+23
|\ \ | | | | | | Fix mat2 alignment
| * | Fix mat2 alignmentbinbitten2018-01-122-9/+23
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* | | Attempt renaming multiple times on safe file save, and make the behavior ↵Juan Linietsky2018-01-121-14/+25
|/ / | | | | | | optional. Fixes #14339.
* | Fix mat2 alignmentJuan Linietsky2018-01-121-2/+4
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* | Fix uniform alignment, closes #14962Juan Linietsky2018-01-121-4/+58
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* | Instance dependency for particles was not being get rid of. Again fixes #15591Juan Linietsky2018-01-121-0/+1
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* | Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky2018-01-111-5/+23
| | | | | | | | framebuffers. Closes #15047
* | Fixed graphic artifact caused by anisotropic filterAndreaCatania2018-01-111-2/+2
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* | Merge pull request #15555 from BastiaanOlij/clamp_blendsRémi Verschelde2018-01-101-2/+2
|\ \ | | | | | | Clamp blend to fix screen space reflections
| * | Clamp blend to fix screen space reflectionsBastiaan Olij2018-01-101-2/+2
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* | | Merge pull request #15553 from AlmightyScientist/issue-15453Rémi Verschelde2018-01-101-1/+1
|\ \ \ | | | | | | | | Shader Language: Fixes EXTRA_MATRIX undefined.
| * | | Shader Language: Fixes EXTRA_MATRIX undefined.AlmightyScientist2018-01-101-1/+1
| |/ / | | | | | | | | | Fixes #15453.
* / / Fix stretch aspect keep modevolzhs2018-01-101-1/+1
|/ / | | | | | | | | Fix #15407 Fix #15514
* | Fix shader compile error on Androidvolzhs2018-01-091-1/+1
| | | | | | | | | | | | **ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
* | removed unused project setting rendering/quality/depth_prepass/disableJerome670002018-01-081-2/+0
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* | Fix use of execvp, earlier fix was short sighted and only workedsambler2018-01-081-11/+13
|/ | | | | | when godot could be found in PATH. The correct fix is to use sysctl to get the path to the current executable this also fixes the ability to call external commands.
* properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky2018-01-061-1/+1
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* Properly dispose of instance capture data, fixes #14795Juan Linietsky2018-01-061-0/+2
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* Use better initialization value for normalmap, fixes #14720Juan Linietsky2018-01-061-1/+1
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* Ensure depth reads go via alpha render list, fixes #14759Juan Linietsky2018-01-063-2/+5
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* Improve detection of variable writing in shader, fixes #15177Juan Linietsky2018-01-062-33/+31
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* Fixed problem with missing uninitialized last byte on waveform trip, closes ↵Juan Linietsky2018-01-051-0/+1
| | | | #15316
* Fix dual paraboloid shadow maps, closes #14487Juan Linietsky2018-01-051-2/+1
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* Fixed GIProbe blending, closes #15164Juan Linietsky2018-01-051-3/+3
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0577-5/+86
| | | | | | 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.
* Add support from properly exporting shared objects, needed for GDNative exportJuan Linietsky2018-01-041-1/+14
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* Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-1/+1
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* found via cppcheck:firefly24422018-01-031-1/+1
| | | | | | | remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used
* Fix crash in OS::execute on FreeBSDRémi Verschelde2018-01-041-1/+1
| | | | | As spotted by @robfram, closes #15288. Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
* Merge pull request #15170 from ibrahn/fix-particle-leakRémi Verschelde2018-01-041-0/+4
|\ | | | | RasterizerStorageGLES3, delete particle objects freed by RID
| * RasterizerStorageGLES3, delete particle objects freed by RIDIbrahn Sahir2018-01-031-0/+4
| | | | | | | | fixes #15151
* | Revert "Add missing image format RGB10A2. Fixes #14964"Juan Linietsky2018-01-031-8/+1
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* | Merge pull request #15051 from binbitten/bug-fixesRémi Verschelde2018-01-031-1/+8
|\ \ | | | | | | Add missing image format RGB10A2. Fixes #14964
| * | Add missing image format RGB10A2. Fixes #14964binbitten2017-12-251-1/+8
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* | | Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky2018-01-022-2/+12
| | | | | | | | | | | | on Mali and PowerVR.
* | | Update copyright statements to 2018Rémi Verschelde2018-01-0179-158/+158
| |/ |/| | | | | Happy new year to the wonderful Godot community!
* | Merge pull request #14971 from mrcdk/particles_emittingNoshyaar2017-12-272-0/+9
|\ \ | | | | | | Set particles emitting to false when particles finish emitting with one-shot enabled
| * | Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK2017-12-232-0/+9
| |/ | | | | | | enabled
* | Fixed proper texture binding for sprite material, fixes #13987Juan Linietsky2017-12-262-2/+14
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* | Property apply shader parameters, even when materials are being reused, ↵Juan Linietsky2017-12-261-6/+9
| | | | | | | | fixes #14012
* | Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky2017-12-261-1/+1
|\ \ | | | | | | Shader Language: Fix Vertex Lighting artifacts.
| * | Shader Language: Fix Vertex Lighting artifacts.Enzo Nocera2017-12-181-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | - When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552.
* | | Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-262-2/+3
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* | Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky2017-12-211-47/+45
| | | | | | | | many import problems from Blender, GLTF2, etc.