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* Merge pull request #9712 from BastiaanOlij/fix_checking_framebufferJuan Linietsky2017-07-241-6/+2
|\ | | | | add missing framebuffer check
| * add missing framebuffer checkBastiaanOlij2017-07-201-6/+2
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* | Fix switching SRGB extension happen before binding of textureEvgeny Zuev2017-07-241-21/+21
| | | | | | | | | | | | Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed before the call of `glBindTexture`, which caused modification of previously bound texture instead of desired one. Now it's changed after `glBindTexture`.
* | Merge pull request #9765 from Noshyaar/pr-clangRémi Verschelde2017-07-235-5/+5
|\ \ | | | | | | Clang-formatting *.cpp and *.h (some files excluded)
| * | Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-226-6/+6
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* | | Several changes to better run in mobile.Juan Linietsky2017-07-2213-155/+445
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* / -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-1912-35/+26
|/ | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-176-29/+27
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* get_executable_path slight change to make it work under OpenBSDDavid Carlier2017-07-161-2/+2
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* Many fixes to improve GI Probe qualityJuan Linietsky2017-07-154-13/+42
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* Fix to make voxel cone tracing work properly againJuan Linietsky2017-07-151-1/+1
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* -Fix for multiple reflection probes causing issues.Juan Linietsky2017-07-153-23/+21
| | | | -Fix for positional sound corruption to avoid making people deaf.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-152-9/+26
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Merge pull request #9564 from Noshyaar/pr-thresholdRémi Verschelde2017-07-086-22/+20
|\ | | | | Refactor 'treshold' to 'threshold'
| * Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-086-22/+20
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* | Some adjustments to toon material to make it more flexibleJuan Linietsky2017-07-082-16/+29
| | | | | | | | Ability to also disable specular
* | Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky2017-07-087-6/+84
|/ | | | Added multipass support for materials.
* -Added triplanar mapping modesJuan Linietsky2017-07-083-12/+50
| | | | -Some fixes to shader lang
* Fixed bug regarding to strange black shapes appearing in ice from material ↵Juan Linietsky2017-07-052-3/+17
| | | | tester demo
* Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky2017-07-055-18/+27
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* Implemented environment arrays for skybox reflection and roughness, quality ↵Juan Linietsky2017-07-045-87/+272
| | | | increase is enormous.
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-302-9/+119
| | | | | | -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
* Fixed NinePatches not working on HTML5Robert Hernandez2017-06-281-1/+1
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* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-2612-62/+182
| | | | -Fixded BackBuffercopy object
* Ability to restart particle system with a function callJuan Linietsky2017-06-252-0/+38
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-256-37/+39
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* -Restored support for Canvas BG mode on EnvironmentJuan Linietsky2017-06-243-2/+70
| | | | | -Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
* Small fixes required to get platformer to work.Juan Linietsky2017-06-234-3/+43
| | | | Added back CanvasItemMaterial
* -Moved NinePatch to shader, saves a ton of draw calls rendering UIJuan Linietsky2017-06-213-62/+112
| | | | -Implemented missing stretch modes, now tile and tile fit work
* 2D GPU Particles working..Juan Linietsky2017-06-215-1/+215
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* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-182-13/+37
| | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-174-52/+99
| | | | support in Sprite so far.
* -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky2017-06-172-1/+7
| | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
* Fix transparent background rendering, closes #8703Juan Linietsky2017-06-173-3/+18
| | | | Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
* Particles properly update the shadow maps, closes #8815Juan Linietsky2017-06-172-0/+22
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* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-163-0/+22
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* TIME constant reverted to a single float, fixes #9123Juan Linietsky2017-06-168-16/+10
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* Cleaned up Screen Space Reflections, closes #8119Juan Linietsky2017-06-163-14/+14
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* Fixes to SSR, WIP.Juan Linietsky2017-06-163-52/+15
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* Fixed memory leaksMarc Gilleron2017-06-161-0/+1
| | | | | - PoolVector leak - mesh_remove_surface leak
* fix bug related to unshaded materials not working on MSVC. Not cleanest ↵Juan Linietsky2017-06-152-10/+13
| | | | solution, might think about how to improve later.
* Remove error spam on Intel, closes #8665Juan Linietsky2017-06-152-6/+1
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* Merge pull request #9109 from RandomShaper/optimize-2d-lightingJuan Linietsky2017-06-143-0/+8
|\ | | | | Add AT_LIGHT_PASS builtin to canvas shaders
| * Add AT_LIGHT_PASS builtin to canvas shadersPedro J. Estébanez2017-06-152-0/+7
| | | | | | | | | | | | 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. Depending on your game (number of items and lights), this can yield some performance gain.
| * Add missing initializer for RasterizerStorageGLES3::Shader::ubo_sizePedro J. Estébanez2017-06-091-0/+1
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* | Fix _draw_polygon colors and uvsJuan Linietsky2017-06-141-3/+3
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* | Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky2017-06-145-156/+23
| | | | | | | | sensible.
* | -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-134-11/+16
| | | | | | | | -Ability to smooth out 2D shadow filters
* | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654Juan Linietsky2017-06-133-13/+13
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* | Merge pull request #8835 from ippan/particles_shader_indexJuan Linietsky2017-06-121-0/+1
|\ \ | | | | | | add index to particles glsl