Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-02-02 | Expose RenderingServer.canvas_light_blend_mode | clayjohn | |
This appears to have been missed in the refactor | |||
2023-02-01 | Fix various typos with codespell | Rémi Verschelde | |
Finally do the childs -> children rename too. | |||
2023-02-01 | Merge pull request #71991 from clayjohn/RS-docs | Rémi Verschelde | |
Fill out more sections in RenderingServer and RenderingDevice | |||
2023-02-01 | Merge pull request #72075 from Maran23/extents-to-size | Rémi Verschelde | |
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D | |||
2023-01-31 | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵ | Marius Hanl | |
GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com> | |||
2023-01-30 | Remove viewport_set_disable_environment in favor of ↵ | clayjohn | |
viewport_set_environment_mode This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor | |||
2023-01-24 | Document some RenderingServer and RenderingDevice methods and constants | clayjohn | |
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2023-01-20 | Merge pull request #71679 from kleonc/draw_polyline_line_strip | Rémi Verschelde | |
`CanvasItem::draw_polyline` Support thin polylines drawn using line strip | |||
2023-01-19 | CanvasItem::draw_polyline Support thin polylines drawn using line strip | kleonc | |
2023-01-19 | Merge pull request #71565 from RedworkDE/doc-arraymesh-add-surface | Rémi Verschelde | |
Fix LOD sort order; checks in add_surface; and document all parameters of `ArrayMesh::add_surface_from_arrays` | |||
2023-01-19 | Fix 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` | |||
2023-01-18 | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | |
in favour of texture hints | |||
2023-01-16 | Fix scaling issue in `draw_line` and similar methods | Danil Alexeev | |
2023-01-12 | Add framework for avoidance of color flash in new windows | Pedro J. Estébanez | |
2023-01-08 | Use BitField<> hint for ArrayFormat | Juan Linietsky | |
This was missing in the conversion of bitflags to BitField<>. | |||
2022-12-23 | Merge pull request #69998 from BastiaanOlij/sorting-pivot-4 | Rémi Verschelde | |
Added options for sorting transparent objects (port of PR #63040) | |||
2022-12-23 | Added options for sorting transparent objects (port of PR 63040) | Bastiaan Olij | |
2022-12-17 | Scale MSDF font outline with the font size and MSDF source size to match ↵ | bruvzg | |
dynamic font behavior. | |||
2022-12-15 | Expose GeometryInstance3D.custom_aabb property | clayjohn | |
2022-12-13 | Remove high quality glow as it is not any higher quality than regular glow | clayjohn | |
2022-12-08 | Use capitalized ID in the doc | Haoyu Qiu | |
2022-11-19 | RenderingServer::create_local_rendering_device null check and docs | dzil123 | |
Co-authored-by: Clay John <claynjohn@gmail.com> | |||
2022-11-03 | Expose texture_get_rd_texture | Patrick Dawson | |
2022-11-02 | Merge pull request #52350 from BimDav/viewport_canvas_cull | Rémi Verschelde | |
Added Viewport canvas cull mask feature | |||
2022-10-31 | Viewport canvas cull mask feature | BimDav | |
Co-authored-by: Valentin Zagura <puthre@gmail.com> | |||
2022-10-30 | Merge pull request #67923 from Calinou/doc-displayserver | Max Hilbrunner | |
Document the DisplayServer class | |||
2022-10-27 | Document the DisplayServer class | Hugo 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). | |||
2022-10-14 | Implement multiple clip_children modes for CanvasItems | clayjohn | |
2022-09-02 | Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray | Rémi Verschelde | |
2022-09-02 | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | |
2022-09-01 | Merge pull request #60185 from Calinou/environment-fog-and-sky-affect | Rémi Verschelde | |
2022-09-01 | Add Environment properties to control fog rendering on background sky | Hugo 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. | |||
2022-09-01 | Change Array arguments to TypedArray | kobewi | |
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
2022-08-31 | Implement 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. | |||
2022-08-30 | Add a per-light volumetric fog energy property | Hugo 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. | |||
2022-08-30 | Merge pull request #63003 from Geometror/msaa-2d | Rémi Verschelde | |
2022-08-26 | Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 | Rémi Verschelde | |
2022-08-24 | Replace Array return types with TypedArray 3 | kobewi | |
2022-08-23 | Replace Array return types with TypedArray 2 | kobewi | |
2022-08-23 | Add font LCD sub-pixel anti-aliasing support. | bruvzg | |
2022-08-17 | [doc] Fix grammar in class docs: amount vs. number | Andy Maloney | |
Number is used for things that can be counted (discrete items - think "integer" in this context). Also fixes a couple of awkward phrases. | |||
2022-08-13 | Implement MSAA for 2D [Vulkan only] | Hendrik Brucker | |
2022-08-11 | [doc] Use "param" instead of "code" to refer to parameters (4) | Andy Maloney | |
2022-08-08 | Rename the argument tag to param in XML documentation | Yuri Sizov | |
2022-08-07 | Add a shadow opacity property to Light3D | Hugo 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. | |||
2022-08-04 | Rename shader parameter uniform setter/getter methods for consistency | Hugo 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. | |||
2022-08-03 | Add Nearest Mipmap Anisotropic filter option to decals and projectors | Hugo 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. | |||
2022-07-28 | Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename | Rémi Verschelde | |
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. |