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path: root/doc/classes/RenderingServer.xml
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2023-01-20Merge pull request #71679 from kleonc/draw_polyline_line_stripRémi Verschelde
`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
2023-01-19CanvasItem::draw_polyline Support thin polylines drawn using line stripkleonc
2023-01-19Merge pull request #71565 from RedworkDE/doc-arraymesh-add-surfaceRémi Verschelde
Fix LOD sort order; checks in add_surface; and document all parameters of `ArrayMesh::add_surface_from_arrays`
2023-01-19Fix LOD sort order; checks in add_surface; and document all parameters of ↵RedworkDE
`ArrayMesh::add_surface_from_arrays` Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
2023-01-18Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn
in favour of texture hints
2023-01-16Fix scaling issue in `draw_line` and similar methodsDanil Alexeev
2023-01-12Add framework for avoidance of color flash in new windowsPedro J. Estébanez
2023-01-08Use BitField<> hint for ArrayFormatJuan Linietsky
This was missing in the conversion of bitflags to BitField<>.
2022-12-23Merge pull request #69998 from BastiaanOlij/sorting-pivot-4Rémi Verschelde
Added options for sorting transparent objects (port of PR #63040)
2022-12-23Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij
2022-12-17Scale MSDF font outline with the font size and MSDF source size to match ↵bruvzg
dynamic font behavior.
2022-12-15Expose GeometryInstance3D.custom_aabb propertyclayjohn
2022-12-13Remove high quality glow as it is not any higher quality than regular glowclayjohn
2022-12-08Use capitalized ID in the docHaoyu Qiu
2022-11-19RenderingServer::create_local_rendering_device null check and docsdzil123
Co-authored-by: Clay John <claynjohn@gmail.com>
2022-11-03Expose texture_get_rd_texturePatrick Dawson
2022-11-02Merge pull request #52350 from BimDav/viewport_canvas_cullRémi Verschelde
Added Viewport canvas cull mask feature
2022-10-31Viewport canvas cull mask featureBimDav
Co-authored-by: Valentin Zagura <puthre@gmail.com>
2022-10-30Merge pull request #67923 from Calinou/doc-displayserverMax Hilbrunner
Document the DisplayServer class
2022-10-27Document the DisplayServer classHugo Locurcio
This also adds a link to the Command line tutorial on pages that reference command line arguments, as the page covers some general usage tips for CLI arguments (especially on macOS).
2022-10-14Implement multiple clip_children modes for CanvasItemsclayjohn
2022-09-02Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde
2022-09-02Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde
2022-09-01Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde
2022-09-01Add Environment properties to control fog rendering on background skyHugo Locurcio
Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
2022-09-01Change Array arguments to TypedArraykobewi
2022-09-01Rename `uniform` to `parameter` across the engineYuri Rubinsky
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
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.
2022-08-30Add a per-light volumetric fog energy propertyHugo Locurcio
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering.
2022-08-30Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde
2022-08-26Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0Rémi Verschelde
2022-08-24Replace Array return types with TypedArray 3kobewi
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-23Add font LCD sub-pixel anti-aliasing support.bruvzg
2022-08-17[doc] Fix grammar in class docs: amount vs. numberAndy Maloney
Number is used for things that can be counted (discrete items - think "integer" in this context). Also fixes a couple of awkward phrases.
2022-08-13Implement MSAA for 2D [Vulkan only]Hendrik Brucker
2022-08-11[doc] Use "param" instead of "code" to refer to parameters (4)Andy Maloney
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-08-07Add a shadow opacity property to Light3DHugo Locurcio
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0.
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
2022-08-03Add Nearest Mipmap Anisotropic filter option to decals and projectorsHugo Locurcio
This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps.
2022-07-28Merge pull request #59840 from Calinou/renderingserver-global-uniform-renameRémi Verschelde
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
2022-07-22Clean up Shader Preprocessorreduz
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include.
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
2022-06-08i18n: Misc fixes translation stringsRémi Verschelde
Adds some translator comments to solve some questions raised on Weblate.
2022-06-07Initial TAA implementationjfons
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.
2022-05-25Add Cone and Cylinder shapes to FogVolumeHugo Locurcio
This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight.