diff options
-rw-r--r-- | .github/ISSUE_TEMPLATE/bug_report.md | 29 | ||||
-rw-r--r-- | .github/ISSUE_TEMPLATE/bug_report.yml | 56 | ||||
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 5 | ||||
-rw-r--r-- | doc/classes/Skeleton2D.xml | 2 | ||||
-rw-r--r-- | platform/javascript/js/libs/library_godot_fetch.js | 2 | ||||
-rw-r--r-- | scene/2d/skeleton_2d.cpp | 2 | ||||
-rw-r--r-- | scene/resources/material.cpp | 6 | ||||
-rw-r--r-- | scene/resources/material.h | 1 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp | 1 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp | 1 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shader_compiler_rd.cpp | 1 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 5 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 1 |
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"); |