Commit graph

18 commits

Author SHA1 Message Date
Jakub Marcowski
d9f8ef68df
Update pre-commit hooks configuration to use ruff instead of black 2024-05-21 18:02:29 -05:00
Thaddeus Crews
e0e8ce1fc0
SCons: Colorize warnings/errors during generation 2024-04-28 16:24:48 -05:00
A Thousand Ships
4933fa8bf5
[Buildsystem] Fix encoding when reading files 2024-03-24 18:02:56 +01:00
Thaddeus Crews
5a6e3cbcb0
SCons: Remove run_in_subprocess dependency 2024-03-11 13:20:09 -05:00
Thaddeus Crews
fb299d0fb1
SCons: Ensure with statement where applicable 2024-03-10 12:57:57 -05:00
Thaddeus Crews
d9fa40f2df
Enforce \n eol for Python writes
• Ensure utf-8 encoding if previously unspecified
2024-03-09 14:29:24 -06:00
Rémi Verschelde
3a08c646ee
Pre-commit: Update to clang-format 17.0.6 and black 24.2.0 2024-02-28 14:25:35 +01:00
Thaddeus Crews
8cd984b3cb
SCons: Update mypy 2023-12-11 15:59:06 -06:00
Rémi Verschelde
c9c941e339
CI: Update static checks to black 23.3.0
And apply it to the codebase, removing empty lines at the start of blocks.
2023-06-19 23:33:02 +02:00
Bradley Clemetson
2302c7102f
Allow for external python scripts to call the build python headers via external scripts
Change GLES3 to not use a relative path
Make the parameters more explicit and ensure the shaders generated are not using relative paths
2023-03-19 21:18:52 -07:00
Jiri Suchan
c5bd2f9dce ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
Jiri Suchan
388d35b74d ci: add basic test pipeline for shader builders 2022-08-19 20:32:13 +09:00
Je06jm
20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
reduz
2787ad65be RenderingServer reorganization 2020-12-04 18:39:46 -03:00
Marcel Admiraal
3070d0b735 Remove unused Python local variables. 2020-09-11 11:39:15 +01:00
Marcel Admiraal
a1a2531459 Remove duplicate or unnecessary Python definitions. 2020-09-10 08:38:07 +01:00
Juan Linietsky
079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
Rémi Verschelde
33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00