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* Fix typo in y shiftBastiaan Olij2018-06-231-5/+5
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* Moved culling, updated lights and shadows into a prepare function so it is ↵Bastiaan Olij2018-06-112-13/+91
| | | | only called once for stereo rendering
* Fix return type of isnan and isinf in the shader languageOliver Rausch2018-06-011-6/+6
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* Fix bad operator check in `ShaderLanguage::_validate_assign`nemerle2018-05-161-1/+1
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* Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky2018-05-071-0/+2
|\ | | | | Added flag on SpatialMaterial to disable shadows
| * Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+2
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* | Merge pull request #18533 from JFonS/fix_shader_compileJuan Linietsky2018-05-072-3/+44
|\ \ | | | | | | Fix vector reduction in shader language
| * | Fix vector reduction in shader languageJFonS2018-05-072-3/+44
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* | | Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky2018-05-073-0/+3
|\ \ \ | | | | | | | | Added partial texture update to VisualServer
| * | | Added partial texture update to VisualServerMarc Gilleron2018-04-293-0/+3
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* | | Merge pull request #18677 from BastiaanOlij/add_no_blendJuan Linietsky2018-05-071-0/+1
|\ \ \ | | | | | | | | Add no-blend canvas item render_mode
| * | | Add no-blend canvas item render_modeBastiaan Olij2018-05-071-0/+1
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* | | | Added option to viewport to keep linear colorBastiaan Olij2018-05-065-9/+33
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* | | Skeleton for 2D WIPJuan Linietsky2018-05-035-6/+15
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* | | Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-varRémi Verschelde2018-05-011-0/+1
|\ \ \ | | | | | | | | Fix Coverity reports of uninitialized scalar variable
| * | | Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-191-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* | | | Merge pull request #18321 from Crazy-P/Fixes-logically-dead-codeRémi Verschelde2018-05-011-10/+5
|\ \ \ \ | |_|/ / |/| | | Fixes logically dead code (Coverity)
| * | | Fixes logically dead code (Coverity)Crazy-P2018-04-211-10/+5
| |/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* / / Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-5/+5
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* | Merge pull request #17391 from PJB3005/18-03-09-fix-canvas-light-shadersRémi Verschelde2018-04-181-1/+1
|\ \ | | | | | | Fixes canvas light shaders.
| * | Fixes canvas light shaders.Pieter-Jan Briers2018-04-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
* | | Fix typos in shader_language.cppPoommetee Ketson2018-04-171-3/+3
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* | Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky2018-04-081-3/+1
|\ \ | | | | | | Fix few bugs in shader definitions
| * | Fix few bugs in shader definitionsChaosus2018-03-101-3/+1
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* | | Removed redundant abs shader builtinChaosus2018-03-281-5/+0
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* | Merge pull request #17532 from BastiaanOlij/arvr_enhancementsRémi Verschelde2018-03-231-4/+6
|\ \ | | | | | | A few enhancements on the ARVR Server
| * | A few fixes on the ARVR ServerBastiaan Olij2018-03-151-4/+6
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* | | Fix crash in `canvas_item_add_polyline` when passing more points than colorsrobfram2018-03-191-4/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When `p_points.size() > p_colors.size()`, it crashed with invalid array access to `p_colors`. Also, when `p_colors` was an empty `Vector` it crashed due a missing `else` checking the `size` condition, as the code handling that special case exists. This PR fixes the missing `else` for `p_colors.size == 0` and, following the `canvas_item_add_multiline` spirit, it only uses the first color for the whole polyline if points and colors differ in size. Fix #17621.
* | | Merge pull request #17248 from Cygon/implement-extra-culling-marginHein-Pieter van Braam2018-03-151-0/+5
|\ \ \ | | | | | | | | Apply culling margin (fixes issue #16115)
| * | | Implement VisualServerScene::instance_set_extra_visibility_margin() method ↵Markus Ewald2018-03-041-0/+5
| | | | | | | | | | | | | | | | to actually apply extra culling margin and mark instance AABB dirty
* | | | Hinted shader uniforms can have a default valueJFonS2018-03-151-20/+21
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* | | Merge pull request #17402 from Chaosus/fixmixRémi Verschelde2018-03-131-1/+1
|\ \ \ | | | | | | | | Fix invalid mix function overload
| * | | Fix invalid mix function overloadChaosus2018-03-101-1/+1
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* / | Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez2018-03-132-0/+2
|/ / | | | | | | RasterizerGLES3
* / Make the shader token names consistent.Saracen2018-03-071-0/+3
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* Fix floatBitsToUint functionChaosus2018-03-031-4/+4
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* 2D Skeletons WORK IN PROGRESSJuan Linietsky2018-02-215-16/+26
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* Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky2018-02-215-8/+16
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* Revert "Handle single-argument constructors in uniform default values"Juan Linietsky2018-02-201-54/+0
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* Merge pull request #15985 from Nallebeorn/uniforms-single-argument-constructorsRémi Verschelde2018-02-201-0/+54
|\ | | | | Handle single-argument constructors in uniform default values
| * Handle single-argument constructors in shaders.Benjamin2018-01-221-0/+54
| | | | | | | | Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash).
* | Added missing shader functionsChaosus2018-02-181-0/+38
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* | Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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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
* Fix wrong viewport transparent-bgbinbitten2018-01-181-1/+1
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* Properly dispose of instance capture data, fixes #14795Juan Linietsky2018-01-061-1/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0520-0/+20
| | | | | | 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.
* Merge pull request #15251 from binbitten/fix-assign-vardeclRémi Verschelde2018-01-041-3/+3
|\ | | | | Fix premature declaration of shader variables created with assignment
| * Fix premature declaration of shader variables created with assignmentbinbitten2018-01-031-3/+3
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* | Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde2018-01-044-9/+9
|\ \ | | | | | | renames "z" Node2D property to "z_index"