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-rw-r--r--.github/ISSUE_TEMPLATE/bug_report.md29
-rw-r--r--.github/ISSUE_TEMPLATE/bug_report.yml56
-rw-r--r--doc/classes/BaseMaterial3D.xml5
-rw-r--r--doc/classes/Skeleton2D.xml2
-rw-r--r--platform/javascript/js/libs/library_godot_fetch.js2
-rw-r--r--scene/2d/skeleton_2d.cpp2
-rw-r--r--scene/resources/material.cpp6
-rw-r--r--scene/resources/material.h1
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp1
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl5
-rw-r--r--servers/rendering/shader_types.cpp1
13 files changed, 61 insertions, 51 deletions
diff --git a/.github/ISSUE_TEMPLATE/bug_report.md b/.github/ISSUE_TEMPLATE/bug_report.md
deleted file mode 100644
index bc56cba21b..0000000000
--- a/.github/ISSUE_TEMPLATE/bug_report.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-name: Bug report
-about: Report a bug in Godot
-title: ''
-labels: ''
-assignees: ''
-
----
-<!-- Please search existing issues for potential duplicates before filing yours:
-https://github.com/godotengine/godot/issues?q=is%3Aissue
--->
-
-**Godot version:**
-<!-- Specify commit hash if using non-official build. -->
-
-
-**OS/device including version:**
-<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
-
-
-**Issue description:**
-<!-- What happened, and what was expected. -->
-
-
-**Steps to reproduce:**
-
-
-**Minimal reproduction project:**
-<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml
new file mode 100644
index 0000000000..43ba5ef357
--- /dev/null
+++ b/.github/ISSUE_TEMPLATE/bug_report.yml
@@ -0,0 +1,56 @@
+name: Bug report
+description: Report a bug in Godot
+body:
+
+- type: markdown
+ attributes:
+ value: |
+ - Read our [CONTRIBUTING.md guide](CONTRIBUTING.md#reporting-bugs) on reporting bugs.
+ - Write a descriptive issue title above.
+ - Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
+ - Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
+
+- type: input
+ attributes:
+ label: Godot version
+ description: >
+ Specify the Git commit hash if using a development or non-official build.
+ If you use a custom build, please test if your issue is reproducible in official builds too.
+ placeholder: 3.3.stable, 4.0.dev (3041becc6)
+ validations:
+ required: true
+
+- type: input
+ attributes:
+ label: System information
+ description: |
+ Specify the OS version, and when relevant hardware information.
+ For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan).
+ placeholder: Windows 10, GLES3, Intel HD Graphics 620 (27.20.100.9616)
+ validations:
+ required: true
+
+- type: textarea
+ attributes:
+ label: Issue description
+ description: |
+ Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
+ You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
+ validations:
+ required: true
+
+- type: textarea
+ attributes:
+ label: Steps to reproduce
+ description: |
+ List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them.
+ If you include a minimal reproduction project below, you can detail how to use it here.
+ validations:
+ required: true
+
+- type: textarea
+ attributes:
+ label: Minimal reproduction project
+ description: |
+ A small Godot project which reproduces the issue. Highly recommended to speed up troubleshooting.
+ Drag and drop a ZIP archive to upload it.
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 3b4a001f7e..49edb4c691 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -671,10 +671,7 @@
<constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode">
Extends Lambert to cover more than 90 degrees when roughness increases.
</constant>
- <constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode">
- Attempts to use roughness to emulate microsurfacing.
- </constant>
- <constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode">
+ <constant name="DIFFUSE_TOON" value="3" enum="DiffuseMode">
Uses a hard cut for lighting, with smoothing affected by roughness.
</constant>
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index 80db57d7d0..6665a4a9f6 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -13,7 +13,7 @@
<method name="execute_modifications">
<return type="void">
</return>
- <argument index="0" name="execution_mode" type="float">
+ <argument index="0" name="delta" type="float">
</argument>
<argument index="1" name="execution_mode" type="int">
</argument>
diff --git a/platform/javascript/js/libs/library_godot_fetch.js b/platform/javascript/js/libs/library_godot_fetch.js
index de5ae2b1ae..04b90aea9c 100644
--- a/platform/javascript/js/libs/library_godot_fetch.js
+++ b/platform/javascript/js/libs/library_godot_fetch.js
@@ -29,7 +29,7 @@
/*************************************************************************/
const GodotFetch = {
- $GodotFetch__deps: ['$GodotRuntime'],
+ $GodotFetch__deps: ['$IDHandler', '$GodotRuntime'],
$GodotFetch: {
onread: function (id, result) {
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index c5ad3dde39..8f1f5fadbc 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -787,7 +787,7 @@ void Skeleton2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton2D::set_modification_stack);
ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton2D::get_modification_stack);
- ClassDB::bind_method(D_METHOD("execute_modifications", "execution_mode", "execution_mode"), &Skeleton2D::execute_modifications);
+ ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton2D::execute_modifications);
ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "override_pose", "strength", "persistent"), &Skeleton2D::set_bone_local_pose_override);
ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton2D::get_bone_local_pose_override);
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index c2f33accee..2c5634e6ef 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -505,9 +505,6 @@ void BaseMaterial3D::_update_shader() {
case DIFFUSE_LAMBERT_WRAP:
code += ",diffuse_lambert_wrap";
break;
- case DIFFUSE_OREN_NAYAR:
- code += ",diffuse_oren_nayar";
- break;
case DIFFUSE_TOON:
code += ",diffuse_toon";
break;
@@ -2400,7 +2397,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Shading", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
@@ -2654,7 +2651,6 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
- BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
diff --git a/scene/resources/material.h b/scene/resources/material.h
index ad1b7b3e33..dc3ecdb5de 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -243,7 +243,6 @@ public:
DIFFUSE_BURLEY,
DIFFUSE_LAMBERT,
DIFFUSE_LAMBERT_WRAP,
- DIFFUSE_OREN_NAYAR,
DIFFUSE_TOON,
DIFFUSE_MAX
};
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 6dbac0f7e1..dcfdf14784 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -721,7 +721,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 37508d70af..0d9dfbc51b 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -737,7 +737,6 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 7deedb80c3..b347197289 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -1504,7 +1504,6 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 32a86cb166..14bad7dc06 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -144,12 +144,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
float metallic = unpackUnorm4x8(orms).z;
if (metallic < 1.0) {
float roughness = unpackUnorm4x8(orms).y;
-
-#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
-#else
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
-#endif
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index a1e892498b..35f1b05796 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -204,7 +204,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_burley");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_toon");