Deve
49a77a8f48
Add a possibility to disable touch steering in options.
...
It may be useful if someone wants to play with external keyboard.
The multitouch_mode parameter will be also used to choose between steering with buttons and using accelerometer.
2017-01-25 21:50:11 +01:00
Arthur-D
925d756454
Adding some replays from Kitoko, thanks! Also removing a few so as to keep a low number of replays, and renamed easy replay files to novice.
2017-01-23 23:44:34 +01:00
samuncle
d935f0318c
The exhaust is tweaked a bit
2017-01-23 00:27:31 -05:00
samuncle
9e1afc89ee
Add a permanant exhaust to the kart, tweaking needed
2017-01-22 23:20:07 -05:00
samuncle
50f3c224b3
change the name to development more accurate
2017-01-22 22:14:19 -05:00
samuncle
d600720830
Add a new category of production babies
2017-01-22 22:09:56 -05:00
samuncle
e86e146442
Add emit map to a shader, so cars in candela are like small dots
2017-01-20 00:06:35 -05:00
samuncle
b9dd867c86
Use gamma corrected decal
2017-01-14 09:41:29 -05:00
auria.mg
6e2a11abd1
Update GPs and challenges for the new farm track replacement
2017-01-13 20:06:41 -05:00
James Cowgill
4aae66a050
Convert CREDITS to UTF-8 ( #2723 )
...
* Convert CREDITS to UTF-8
* Remove trailing whitespace in CREDITS
* Read CREDITS file as utf-8
* Make CREDITS file non-executable
2017-01-07 18:56:15 -05:00
Benau
1f8e047164
Update credits about new Hexley
2017-01-04 00:49:31 +08:00
Deve
6a16f23132
Fixed GLES
2016-12-31 03:41:37 +01:00
auria.mg
09e1e6d7a3
Update achivement with new track name. Fixes #2712
2016-12-30 17:05:30 -05:00
Deve
278ef781bf
GLES: Make sure that we are using fixed pipeline when force legacy device is set in graphics restrictions.
...
It is generally safe for GLES drivers. The driver often reports OpenGL ES 3.1 or 3.0 support even though we request only GLES 2.0. But we can still use GLES 2.0 / GLSL 1.0 functions on GLES 3.x context, so it shouldn't cause any issues.
I also added Android Emulator to graphics restrictions.
2016-12-29 16:01:46 +01:00
samuncle
b669382b93
Change the detail map to a more usefull decal shader. Now we can add easily details to texture
2016-12-28 10:23:07 -05:00
Benau
7085c164b5
Merge remote-tracking branch 'origin/geometry_detail'
2016-12-26 23:56:18 +08:00
Benau
ebef08c3d8
Try to combine all text field dialogs
2016-12-26 10:53:14 +08:00
Benau
3c9174d278
Add a general debug dialog
...
To be used later
2016-12-25 16:41:55 +08:00
samuncle
e62edcc89a
Ground work for geometry detail option
2016-12-24 19:16:39 -05:00
Deve
424b62552e
Fixed MLAA in GLES renderer.
...
This function was used by Cand for his OpenGL 2.1 renderer. The round function is available since GLSL 1.3 (OpenGL 3.0), so there is no need to override it.
If it will be needed in future, I suggest to change the name to round_stk or something similar.
2016-12-23 15:12:16 +01:00
Benau
15d6c7207a
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
Benau
d932451295
Don't out a interpolated color change
...
It will should be determined by colorization mask in fragment shader
2016-12-23 11:38:32 +08:00
Benau
f7e2122b79
Allow drawing instanced glow color without explicit location
2016-12-23 10:36:35 +08:00
Benau
a339975df6
Clean skidmark earlier if there are many karts
2016-12-23 10:08:12 +08:00
Benau
8008ec851e
Allow to use hardware skinning with opengl 3.1
...
Now we only need UBO to store the joint matrices to support it
2016-12-23 01:31:13 +08:00
Benau
ffa4ad84cb
Merge branch 'hardware_skinning'
2016-12-22 10:38:06 +08:00
Deve
082661db65
Add a possibility to change touch device settings in GUI
2016-12-20 23:10:57 +01:00
Benau
4f2e2331ee
Correct the spelling of shader files
2016-12-18 14:59:37 +08:00
Benau
752d847b09
Add the remaining shaders for GL3 hardware skinning
...
Also use the same shader code for normal map shader
2016-12-15 15:55:14 +08:00
Benau
a696fd6dff
Add transparent skinned mesh shader
2016-12-15 09:52:02 +08:00
Benau
85bd8c3146
Add unlit and normal map skinned mesh shader
...
Also fix normal map with skinned mesh, now vertices and joints
will be recalculated for tangents mesh
2016-12-14 16:28:37 +08:00
Benau
e9b68a8a1f
Use a non-hardcoded values for mat4 array (max 1024)
...
Also cull mesh that doesn't have enough space to be rendered
2016-12-11 15:50:53 +08:00
Benau
8ca0c54bdc
Merge remote-tracking branch 'origin/master' into hardware_skinning
2016-12-10 10:09:30 +08:00
samuncle
ae0b1136f5
better shader for underwater vegetation
2016-12-09 11:38:56 -05:00
Benau
c68492f42b
Use a for loop for four bones (thanks leyyin suggestion!)
2016-12-09 23:21:41 +08:00
Benau
94f6d09bf5
Allow indirect and azdo shadow rendering for skinned mesh
2016-12-09 22:37:17 +08:00
Benau
76e070b709
Allow GL3 to have hardware skinning
2016-12-09 18:41:13 +08:00
Benau
b7e047b4c1
Avoid using else if in skinning vertex shader
2016-12-09 14:16:30 +08:00
Benau
57d9e83ed4
First version of hardware skinning
...
Todo: shadow, non-instanced shaders, culling, changeable offset...
2016-12-07 02:15:11 +08:00
Benau
ed43d16a1c
Allow alpha test shader to be colorizable
2016-12-04 13:21:39 +08:00
Benau
7d5f786da8
Make grass shader colorizable
2016-12-04 00:59:09 +08:00
Benau
4261a96d06
Fix inconsistency between grass shader and the instanced version
...
1. Assign the missing depth stencil texture (dtex)
2. Correct the movement and color
2016-12-03 15:54:59 +08:00
Benau
acf0ac909f
And a correct ifdef for bindless texture
2016-11-30 15:00:08 +08:00
Benau
9e8fb63dc4
Fix AZDO with colorization
...
Also re-arrange texture layer
2016-11-30 13:52:06 +08:00
Benau
5884d7b9d8
Avoid using matrix4 calculation
2016-11-28 15:44:14 +08:00
Benau
45c5b0ffd6
Improved colorization in instanced rendering
2016-11-28 13:08:27 +08:00
Benau
decf3b9715
4 bindless textures + texture translation + colorization in vao
2016-11-28 10:47:14 +08:00
Benau
60908c3e1d
Try to use vec2 for texture translation only
...
In stk, only setTextureTranslate is used which modify 8,9 of
matrix array. Also don't update it when it is identity.
2016-11-28 10:41:27 +08:00
Deve
7e4dfdb97e
Remove version from graphics restrictions for sRGB-capable visual workaround.
...
It doesn't look that they're going to fix it soon.
2016-11-11 16:22:31 +01:00
Benau
8b069df97f
Merge remote-tracking branch 'origin/renderer_refactoring'
2016-11-11 08:43:42 +08:00
LoadingPleaseWait
578a3732c0
Add help page with icons for banana penalties
2016-11-04 22:16:06 -05:00
Benau
2f0252be98
Merge remote-tracking branch 'origin/master' into renderer_refactoring
2016-10-28 21:41:49 +08:00
Benau
24f926b780
Merge remote-tracking branch 'origin/spare_tire_kart'
2016-10-18 14:32:44 +08:00
deve
5502fa4ebe
Declare custom alpha also when bindless sampler is enabled
2016-10-17 08:23:27 +02:00
Benau
af223ddf24
Try to use sun color to determine custom alpha for ghost karts
...
This may need more adjustments, also add custom_alpha uniform float
to transparent fragment shader to remove duplicated shader
2016-10-17 01:03:10 +08:00
Benau
23a1b08efe
Allow normal map karts to be used in ghost race
...
Also split ghost karts out of additive shader, so fixed issues like
"drivers are facing backwards", "water in abyss affects ghost karts"
Todo: maybe transparency depend on current track color?
2016-10-16 15:40:40 +08:00
Legimet
ee17928382
Fix credits for Boom-boom-boom song
2016-10-08 12:07:39 -04:00
Benau
71359a087d
Add heart billboard with red kart for spare tire karts
2016-10-08 14:29:28 +08:00
hiker
ec3dd221a2
Merge branch 'doc' of https://github.com/konstin/stk-code into konstin-doc
2016-09-21 09:12:32 +10:00
fHachenberg
a82f36d61d
Fixes issue #2065
...
Changes applied:
*symbol files added
*LabelWidget removed from SkillLevelWidget and replaced by IconButtonWidget
Subsequently variables and method containing Label or Text renamed
setSize method was rewritten
*Unused property "m_label_name" removed from SkillLevelWidget
*Substitution label->icon also introduced renamings in KartStatsWidget.
For instance, setDisplayText is now named setDisplayIcons
2016-09-20 14:01:02 +02:00
Deve
852cc068d3
Restore SSAO on linux with GLES renderer.
2016-09-17 03:55:50 +02:00
Deve
d05cff09c8
Add a graphics restriction for BGRA format on android.
...
It causes issues with particles transparency.
2016-09-17 03:55:50 +02:00
auria.mg
6a94d12a11
Update credits
2016-09-15 20:05:06 -04:00
auria.mg
f2bf4eb549
Add new soccer ball icons
2016-09-15 20:00:00 -04:00
Deve
3a9b2b9872
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
deve
6c9050f47a
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2016-08-26 10:36:09 +02:00
deve
5abc047b0c
Declare precision also in vertex shaders in GLES renderer.
...
Some drivers complain that it was declared only in fragment shaders.
2016-08-26 10:35:48 +02:00
auria.mg
061323ffb0
Add information for translators
2016-08-23 20:01:06 -04:00
auria.mg
a07a8b6516
Fix XML files and regenerate strings
2016-08-23 19:53:41 -04:00
Aapo Rantalainen
38e5799167
Four help?.stkgui -files were treated as binary by git ( #2612 )
2016-08-23 19:36:16 -04:00
konstin
138daf57a4
Move credits file back
2016-08-23 11:07:13 +02:00
konstin
4ce6fb04ea
Remove unused documentation and tool files
2016-08-23 01:58:53 +02:00
Deve
d5fe015ba7
Fixed typo in previous commit.
2016-08-20 08:35:08 +02:00
Deve
a001505abd
Set ForceLegacyDevice for intel ironlake and for old radeon drivers.
...
This hopefully will allow to run STK with these graphics cards and drivers.
2016-08-20 08:13:17 +02:00
Alpt
67e94e73ce
In the addons screen, show a tip to remember that the Internet connection is disabled. (Issue #1763 ). ( #2605 )
2016-08-19 18:28:59 -04:00
Elderme
41cd1e0364
merged with master
2016-08-18 22:36:19 +02:00
Michael Murphey
d213bef9db
Place buttons in confirm dialog horizontally ( #2573 )
...
* Place buttons in confirm dialog horizontally closes #2548
* Use RibbonWidget for MessageDialog
* Use buttonbar for confirm dialog
2016-08-16 19:08:45 -04:00
Deve
bd6ad544cc
Fixed bloom with scale_rtts_factor parameter.
2016-08-15 08:46:02 +02:00
Benau
2d95df1722
Update appdata file to latest standard
2016-08-12 00:48:57 +08:00
MTres19
8e8433f08c
Credit where credit is due ( #2593 )
...
* Give GeekPenguinBR and TuxKartDriver credit
* Give credit to samuncle and konstin
2016-08-05 19:12:52 -04:00
auria.mg
ea939459e8
Improve string as suggested on transifex
2016-07-30 21:51:31 -04:00
Elderme
a21d7b4b71
Merge branch 'master' into renderer_refactoring
2016-07-26 22:16:48 +02:00
Elderme
cd1b9a66a0
Merged master in branch
2016-07-26 21:31:52 +02:00
qwertychouskie
9cbf8a0641
Update link
2016-07-23 14:16:09 -07:00
Benau
744a4705b6
Auto embolden glyph of bold face, without fallback font
2016-07-21 12:26:19 +08:00
Benau
a72f67015c
Remove 36MB CJK fonts, use the previous font instead
2016-07-20 09:49:10 +08:00
Benau
89f06ed8d3
Fix crash with fixed pipeline
2016-07-18 23:56:14 +08:00
Benau
05419cd555
Initial work on new font rendering engine
2016-07-18 16:03:11 +08:00
Benau
8408a7c158
Merge remote-tracking branch 'origin/master' into colorful_track_object
2016-07-15 09:27:59 +08:00
Deve
93fc20e275
Merge OpenGL ES renderer branch
...
It adds support for OpenGL ES renderer, which is needed for Android port and for running STK on other embedded devices such as Raspberry Pi.
Currently it works in two ways:
- Shader-based pipeline, which requires OpenGL ES 3.0 (Android >= 4.3)
- Fallback to irrlicht-based fixed pipeline that needs OpenGL ES 2.0. The fixed pipeline generally works, but it is affected by the same issues as our OpenGL 2.1 fixed pipeline renderer.
I tried to modify our OpenGL renderer as little as possible to avoid regressions. The only one major change is that we are now using the "#stk_include" directive in shaders instead of linking multiple shaders into one program.
Currently it works only on linux. The Android port needs some refactoring. In theory it should be possible to make it working on Windows, but we would need some OpenGL ES SDK, or maybe modified libglew.
At this stage it is playable with current mesa drivers. I tested it on intel graphics card and I didn't notice any issues.
On Android only the OpenGL ES 2.0 renderer with fixed pipeline has been tested for now.
2016-07-14 20:54:30 +02:00
Benau
53374176ad
First try to support colorization texture mask
2016-07-15 00:53:22 +08:00
Deve
886382bb54
Merge remote-tracking branch 'origin/master' into gles
2016-07-11 23:43:10 +02:00
Deve
0f7976e5f8
Merge branch 'master' into gles
2016-07-11 23:23:02 +02:00
Benau
19acdad9b4
Replace Ubuntu font with a really free font
2016-07-11 15:52:16 +08:00
Deve
f1effe3208
Revert "Fixed a grass being too dark in some places."
...
This reverts commit 2b734a9579
.
2016-07-09 02:20:06 +02:00
Deve
2b734a9579
Fixed a grass being too dark in some places.
...
It seems to be an inconsistency in using sRGB rendering.
2016-07-07 01:52:22 +02:00
Deve
04d3bfb9a1
Restore previous version of object pass shader.
...
This one doesn't have sense at all. We should make sure that uniforms are always initialized in c++ code.
2016-07-05 01:10:53 +02:00
Deve
9ceab23c5f
Apply ssao fix from master
2016-06-30 00:50:33 +02:00
Deve
0fb119068b
Fixes in more shaders
2016-06-28 21:55:51 +02:00
Benau
22e5c0909c
Allow setting color without copying the mesh
2016-06-28 14:55:48 +08:00
Deve
bf54626815
Added missing file
2016-06-27 23:06:48 +02:00
deve
964baad705
Some fixes
2016-06-27 13:39:20 +02:00
deve
d5e30ee41e
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
Benau
892bc490f7
Make shaders run as efficient as possible
2016-06-27 13:49:27 +08:00
Deve
f679078e75
Port some basic shaders to use #stk_include.
...
Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00
Benau
8bae12e080
Fix potential warning
2016-06-26 15:52:47 +08:00
Benau
b467d0819d
Add a missed shader
2016-06-26 07:16:07 +08:00
Benau
416050a923
Use a more simple way to render red/blue karts
2016-06-26 07:14:11 +08:00
Deve
ce8a1c4e1b
Already working GUI in shader-based pipeline
2016-06-25 15:10:53 +02:00
Elderme
80713ec019
Fixed glow color issue when GL_ARB_draw_indirect extension is not available
2016-06-25 14:55:51 +02:00
Benau
7e806fe86f
Merge remote-tracking branch 'origin/master' into render_kart_driver_differently
2016-06-25 16:31:08 +08:00
Benau
2f217fd55b
Allow render red or blue karts in soccer mode using shader
2016-06-25 16:29:54 +08:00
Deve
d13716a917
Initial linux version.
...
Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00
auria.mg
f90703beb6
Move hardcoded cutscene FOV to a config file
2016-06-23 19:10:56 -04:00
qwertychouskie
c17070209d
Fix warning for cards without "Radeon" in string ( #2523 )
2016-06-21 19:38:44 -04:00
Elderme
b359e8f9fd
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
auria.mg
8e886b796a
Improve python script that sets translation authors to be able to process all files at once
2016-06-08 19:54:17 -04:00
auria.mg
1469a9e396
Update pot file, slightly breaking string freeze. Sorry about that, better late than never :S
2016-06-07 19:49:33 -04:00
Deve
cc92ee6ef3
One more tweak in SSAO.
...
Just use mod(x, 6.283185307179586) as suggested by mesa developer, instead converting it to degrees and back to radians.
2016-05-26 11:48:57 +02:00
Deve
cee0de3af3
Fixed a bug in my previous commit.
...
I forgot that sin and cos functions want angle value in radians.
Now the code looks a bit ugly, but generates proper values.
2016-05-26 02:39:35 +02:00
Deve
cdae595724
Fixed SSAO on intel.
...
In ssao.frag we are computing theta valaue and it looks that intel driver doesn't like too big values for sinus and cosinus computations.
I just used modulo 360 to store lower angle values in theta variable.
2016-05-25 23:16:01 +02:00
auria.mg
6f36bc5b34
Update changelog and credits
2016-05-18 20:01:21 -04:00
auria.mg
2c6e678929
Add new volcano track
2016-05-18 19:57:09 -04:00
Deve
edfc7d285c
Fixed shadows and GI for mesa drivers.
...
The check for GL_ARB_geometry_shader4 doesn't have sense at all because we don't use this extension and our geometry shaders use functionality which is available in core OpenGL 3.2.
The reason that it wasn't working for older mesa versions must be a bug in mesa or maybe missing other functionality (but not GL_ARB_geometry_shader4).
I checked it with mesa 11.2 and current git version and it works fine on intel, nouveau and with software rendering.
It needs some testing because it potentially affects all drivers with OpenGL >= 3.2 on every platform.
If someone could test it with Radeon drivers, I would be really happy to enable it in upcoming release, at least on linux.
2016-05-18 22:19:31 +02:00
auria.mg
5b2cb52dc5
Add higher-res icon
2016-05-14 21:15:11 -04:00
Deve
58f7424b4f
Add a workaround for skybox.
...
The problem was with shader-based pipeline with disabled "advanced effects" in options.
In this case we don't use RTTs and gl_FragCoord contains values in range of whole window. So fo 2 players we still get gl_FragCoord.y = 0..window_size instead of gl_FragCoord.y = 0..window_size/2.
The easiest way to solve it seems to be modulo it by current viewport size. It should be compatible with advanced pipeline as well as single-player games.
Atm. I'm not sure if this should be applied to 0.9.2 branch. It should work fine, but needs some testing.
2016-05-08 21:39:50 +02:00
qwertychouskie
87f3609b06
Update screenshots and description
2016-05-06 19:50:57 -07:00
Deve
d989ae1d4a
Update graphics restrictions for mesa:
...
- Increase version for sRGB-capable visual workaround because it doesn't look that it will be fixed anytime soon
- Enable compute shaders because it works fine now
- Enable texture compression because it works now too.
Texture compression for intel should work fine also for older versions, but it's hard to say which one version is the first working one.
2016-05-03 21:48:21 +02:00
Deve
62ea873373
Fixed compute shaders on mesa.
...
It was reporting an error:
[error ] GLWrap: Error in shader gaussian6h.comp
[error ] GLWrap: 0:77(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers
2016-05-03 21:48:21 +02:00
hiker
1870691900
Decrease leaning somewhat, and increased leaning speed.
2016-04-27 18:11:57 +10:00
hiker
d90dc8ea37
Removed unused entry.
2016-04-27 17:58:28 +10:00
hiker
30d60acfaf
Added freetype to list of software used.
2016-04-27 15:19:00 +10:00
auria.mg
4bc0cccf00
Fix user/login screen layout, fixes #2474
2016-04-25 19:10:56 -04:00
auria.mg
32eba771e2
Tweak GP win and GP lose buttons : translator reported they were too small, and also they were designed for mouse use only and didn't work well from another input device
2016-04-24 18:21:45 -04:00
auria.mg
8c337110a2
Fix text
2016-04-23 09:00:40 -04:00
auria.mg
b6431c3383
Tweak grand prix
2016-04-22 20:44:35 -04:00
auria.mg
cffd0bd00c
Fix invalid XML and update translations
2016-04-22 20:28:21 -04:00
auria.mg
ea14dcc1ca
Update pot file
2016-04-22 18:59:07 -04:00
auria.mg
1fc99d7948
Add a few more replays + minor text change
2016-04-22 18:55:26 -04:00
auria.mg
5e8168e020
Add a few more stock replays
2016-04-22 18:20:32 -04:00
Benau
55278122fe
Allow showing same difficulty of ghost replay only
2016-04-22 23:07:45 +08:00
Benau
f6ce065cee
Allow a few replays coming with the game
2016-04-22 09:49:46 +08:00
auria.mg
790cd807a3
Start updating changelog for STK 0.9.2. Prepare challenges/GPs for the new abyss track (replacing the old subsea)
2016-04-21 20:50:01 -04:00
auria.mg
c18343f60b
Improvements to login screen : properly center buttons, and allow logging in by pressing enter
2016-04-12 19:27:11 -04:00
Benau
c258418577
Fix going back
2016-03-21 01:02:13 +08:00
Benau
fce3eec66f
New GUI for track only screen, used in network and loaded from replay
2016-03-20 16:23:49 +08:00
Benau
b92210d4a0
No watching replay when split-screen
...
And some bugs fixes
2016-03-20 08:40:55 +08:00
Benau
da70d305a9
Allow watch replay only
2016-03-20 01:33:26 +08:00
Benau
07afd444a8
Allow racing against the replay on equal footing
...
It make record while replay possible too.
We show the ghost only when start racing, fixing the overlapping issue.
2016-03-19 14:57:22 +08:00
Benau
5b7161710d
Add GUI option in track info screen for random item location.
2016-03-17 12:16:19 +08:00