Age | Commit message (Collapse) | Author |
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
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This allows the renderer to correctly decide when to update shadow maps
This PR also adds TIME to a few missing places
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This makes the class 100% documented again.
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Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)
Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)
RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`
Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
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ImageTextureLayered, plus overhaul TextureLayered
Co-authored-by: Clay John <claynjohn@gmail.com>
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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Also affects their file names, related classes and documentation.
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Improve documentation related to anisotropic filtering
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- Set the default height scale to 5.0 and multiply it by 0.01 in the shader.
- Document heightmap properties in BaseMaterial3D class reference.
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
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Nearest-neighbor filtering of the heightmap results in a broken
appearance, with and without Deep Parallax enabled on the material.
Linear filtering results in a more expected appearance. This does
not affect other texture maps such as albedo, normal or roughness.
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This is more consistent with other BaseMaterial properties such as
`ao_texture_channel`.
This also improves the documentation related to
`albedo_texture_force_srgb`.
This also fixes a typo in the 3.x material converter.
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Using codespell 2.2-dev from current git.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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callback.
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Fix and improve cull mode description in material
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Calinou/basematerial3d-texture-auto-roughness-metallic
Set roughness/metallic to 1 when assigning a texture in BaseMaterial3D
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This makes material setup faster and avoids mistakes, especially with
the metallic channel which defaults to 0.
The value is only changed when adding a texture when none was
previously assigned, not when assigning a different texture.
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And fix up formatting not supported by makerst.
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This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
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* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
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See #44322.
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