Age | Commit message (Collapse) | Author |
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Document caveats of high attenuation in OmniLight3D and SpotLight3D
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This is required in rendering methods that don't use clustering
to check which meshes should be affected by decals, reflection probes
and lights.
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- Increase DirectionalLight3D normal bias to 2.0 to reduce shadow acne
at grazing angles.
- Decrease OmniLight3D bias to 0.1 to reduce shadow peter-panning.
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High attenuation values will negatively impact performance for 2 reasons:
- The light won't be culled as often.
- The light will cover more pixels, which have to be shaded individually.
Therefore, lower attenuation values (with a lower range to compensate)
should be preferred whenever possible.
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
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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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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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See https://github.com/godotengine/godot-docs/issues/3670.
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A few extra renames for classes which were missed in last week's PRs.
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