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* Rename two-parameter arc-tangent function to atan in shader language, as it ↵Ferenc Arn2017-11-231-1/+1
| | | | | | is in GLSL. Fixes #13214.
* Merge pull request #11895 from m4nu3lf/rendering/separate_threadJuan Linietsky2017-11-212-37/+7
|\ | | | | Restore rendering on a separate thread
| * Restore rendering on a separate threadm4nu3lf2017-11-182-37/+7
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* | Implement per-instance custom bounding boxMarc Gilleron2017-11-204-4/+57
| | | | | | | | | | # Conflicts: # servers/visual/visual_server_scene.h
* | Ability to change indirect light energy.Juan Linietsky2017-11-191-4/+4
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* Rename Rect3 to AABB.Ferenc Arn2017-11-175-55/+55
| | | | Fixes #12973.
* Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-144-515/+8
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* Removed add/remove interface bindings and added get_interfacesBastiaanOlij2017-11-131-1/+1
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* Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky2017-11-101-1/+1
| | | | others too
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-094-24/+52
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* Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-lateJuan Linietsky2017-10-301-2/+1
|\ | | | | Fix viewport margins drawn after swapping buffers
| * Fix viewport margins drawn after swapping buffersPedro J. Estébanez2017-10-301-2/+1
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* | Refactor bufer to bufferPoommetee Ketson2017-10-281-1/+1
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* | Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-1/+1
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* | Many fixes to SSAO, should be good now.Juan Linietsky2017-10-223-3/+5
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* | Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-1/+1
|/ | | | | | | | Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-9/+0
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* Fixed viewport transparent bg when clear mode is enabled.Daniel J. Ramirez2017-10-212-1/+5
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* Fix crash in shader parsingPedro J. Estébanez2017-10-161-0/+2
| | | | | | ...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046.
* Fix GIProbe light visibilityHiroshi Ogawa2017-10-042-3/+8
| | | | - Fix https://github.com/godotengine/godot/issues/10535
* Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky2017-09-294-15/+6
| | | | Closes #9186
* Fixes to light shaders, should work now..Juan Linietsky2017-09-272-2/+20
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* Discarding now works in shadersDaniel Doran2017-09-241-0/+5
| | | | | | "discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly.
* Added light affect parameter to baked AOJuan Linietsky2017-09-231-0/+1
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* -Fixed redraw always on 3D viewprot bugJuan Linietsky2017-09-231-1/+19
| | | | -Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them.
* Add inversesqrt to shader language.Ferenc Arn2017-09-211-0/+4
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* Added proximity and distance fade to SpatialMaterialJuan Linietsky2017-09-211-0/+2
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* Style: Apply clang-format to @reduz's changesRémi Verschelde2017-09-131-1/+1
| | | | [ci skip]
* Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde2017-09-122-28/+18
|\ | | | | Fix unused variable warnings
| * Fix unused variable warningsHein-Pieter van Braam2017-09-082-49/+34
| | | | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* | Merge pull request #11057 from hpvb/fix-various-warningsRémi Verschelde2017-09-121-7/+7
|\ \ | | | | | | Fix various assorted warnings
| * | Fix various assorted warningsHein-Pieter van Braam2017-09-081-28/+23
| |/ | | | | | | | | Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
* / Fix serveral recent new clang-format errorsHein-Pieter van Braam2017-09-082-22/+16
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* Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-074-12/+67
| | | | Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
* Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky2017-09-052-14/+144
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* Added transmission shader parameter.Juan Linietsky2017-09-031-1/+2
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* Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-1/+1
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* Fix use of unitialized variablesHein-Pieter van Braam2017-09-022-8/+8
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde2017-09-011-13/+13
|\ | | | | Fix signed and unsigned comparisons
| * Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-13/+13
| | | | | | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* | Merge pull request #10864 from Noshyaar/pr-beginningRémi Verschelde2017-09-011-1/+1
|\ \ | | | | | | | | | | | | Fix typo 'begining' to 'beginning' [ci skip]
| * | Fix typo 'begining' to 'beginning'Poommetee Ketson2017-09-011-1/+1
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* / Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-015-2/+6
|/ | | | #9935, closes #10135
* Revert "Fix shader function calls being assignable"Rémi Verschelde2017-08-311-6/+0
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* removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-294-131/+174
| | | | instruction, fixes #9677
* Fix #10723, a regression from 7a07895Bojidar Marinov2017-08-291-3/+4
| | | | Using @akien-mga's patch
* Disable antialiasing for CanvasItem triangle arraysRémi Verschelde2017-08-281-0/+1
| | | | Fixes #10461 and supersedes #10645 as suggested by @bruvzg.
* Merge pull request #10676 from hpvb/speedup-_render_canvas_item_treeRémi Verschelde2017-08-281-8/+5
|\ | | | | Use memset to zero z_list
| * Use memset to zero z_listHein-Pieter van Braam2017-08-271-8/+5
| | | | | | | | | | | | | | | | | | | | | | Using gprof I found the engine spending 10 - 20% of time in the _render_canvas_item_tree function. The function profiles as using about 0.09ms. Swapping the loop with two memset() calls reduces the time spent in this function a lot, and the time per call to about 0.02ms. Likewise the render_canvas function was using ~10% of time, replacing the loop there dropped per-call time from 0.22ms to 0.18ms.
* | Dead code tells no talesRémi Verschelde2017-08-277-9430/+8
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