Age | Commit message (Collapse) | Author |
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Adds some translator comments to solve some questions raised on Weblate.
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Initial TAA implementation
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Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.
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Allow AStar2D/AStar3D zero point weight.
Limit was set to 1 which seemed like an arbitrary value as lower values down to zero can be useful for common gameplay navigation elements like teleports.
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
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optimization bug
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I made a wrong assumption that initialization the other pointer in the
union would properly initialize the `childs` array.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.
Any such misuse is a bug in the physics, but this should flag any errors quickly.
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taigi100/Bugfix-#59215-Standard-color-name-returns-non-standard-color-code
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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This method was meant only as a convenience for editor code
to allow using a step of 0 to disable snapping.
It was exposed by mistake when refactoring GlobalScope.
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A previous PR had changed the array operator to give unbounded access. This could cause crashes where old code depended on this previous safe behaviour.
This PR adds DEV_ASSERT macros for out of bound access to DEV builds, allowing us to quickly identify bugs in calling code, without affecting performance in release or release_debug editor builds.
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[4.x] BVH - Sync BVH with 3.x
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Uses (real_t) casting to ensure appropriate calculations are done in 32 bit where real_t is compiled as 32 bit.
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Add add Vector3 operator in Vector3i.
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations.
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Remove a cross include from a_star.cpp
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* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively.
* Create specializations to allow proper bindings.
This fixes #44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
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Fix Expression's parsing of positive exponent literals
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Templated mask checks and generic NUM_TREES
Fix leaking leaves
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Some were declared as structs (public by default) and others as classes
(private by default) but in practice all these math types exposed as
Variants are all 100% public.
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Also reduce interdependencies and clean up a bit.
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And take the opportunity to improve interdependencies a bit with forward
declares where possible.
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