Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-01-25 | Silence `warp_mouse()` warning in favor of documentation | Hugo Locurcio | |
This warning was spammed in the Android editor when using the navigation joysticks in the 3D viewport when the finger slid over the viewport's edges. | |||
2022-11-18 | Allow all lossless image formats to be used for VRS texture project setting | Hugo Locurcio | |
WebP can also be lossy, but the class reference now warns about the requirement to use a lossless format for the VRS texture to work correctly. | |||
2022-10-31 | Viewport canvas cull mask feature | BimDav | |
Co-authored-by: Valentin Zagura <puthre@gmail.com> | |||
2022-10-24 | Document debanding only affecting 3D rendering by default | Hugo Locurcio | |
2022-10-15 | Expose Viewport::get_screen_transform to GDScript | Markus Sauermann | |
2022-10-05 | Add documentation for viewport's input handling | RedMser | |
2022-08-30 | Merge pull request #63003 from Geometror/msaa-2d | Rémi Verschelde | |
2022-08-25 | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled | Hugo Locurcio | |
This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention. | |||
2022-08-13 | Implement MSAA for 2D [Vulkan only] | Hendrik Brucker | |
2022-08-10 | Use negative mipmap LOD bias for sub-native bilinear 3D scale | Hugo Locurcio | |
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0. | |||
2022-08-09 | [doc] Use "param" instead of "code" to refer to parameters | Andy Maloney | |
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> | |||
2022-08-08 | Rename the argument tag to param in XML documentation | Yuri Sizov | |
2022-07-28 | Allow changing mipmap LOD bias when FSR 1.0 scaling is not used | Hugo 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. | |||
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-07-13 | Rename soft shadow quality project settings for easier searching | Hugo 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. | |||
2022-06-07 | Initial TAA implementation | jfons | |
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. | |||
2022-06-06 | Fix `Viewport.own_world_3d` documentation | Haoyu Qiu | |
Also fixed the naming of the setter's parameter and made an `if` block straightforward. | |||
2022-05-04 | Improve Viewport.get_texture() description | kobewi | |
2022-04-24 | Improve descriptions for drag methods | kobewi | |
2022-04-09 | Fix 3D scaling enum size in the editor and improve descriptions | Hugo Locurcio | |
2022-03-27 | Rename warp mouse functions to warp_mouse | Markus Sauermann | |
2022-03-13 | Cleanup embed subwindows getters | kobewi | |
2022-03-13 | Expose methods for screen-space transforms | kobewi | |
2022-03-01 | Update some docs regarding SubViewports | kobewi | |
2022-02-15 | Add an XML schema for documentation | Hugo Locurcio | |
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. | |||
2022-02-10 | Merge pull request #57889 from Calinou/doc-occlusion-culling | JFonS | |
Document occlusion culling classes and settings | |||
2022-02-10 | Document occlusion culling classes and settings | Hugo Locurcio | |
2022-02-10 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists. | |||
2022-02-04 | Update definitions of get_mouse_position methods | Marcel Admiraal | |
2022-02-01 | Exposes gui_release_focus and gui_get_focus_owner to Viewport | Gilles Roudière | |
2022-01-04 | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | |
2022-01-04 | Merge pull request #51206 from clayjohn/Vulkan-ASSGI | Rémi Verschelde | |
2021-12-29 | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | |
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | |||
2021-12-11 | Improve the ReflectionProbe class documentation | Hugo Locurcio | |
2021-11-28 | Merge pull request #55239 from zacryol/find-world-2d-description-fix | Rémi Verschelde | |
Fix description of Viewport `find_world_2d()` method. | |||
2021-11-27 | Fix description of Viewport `find_world_2d()` method. | zacryol | |
The doc now states that the method searches for a World2D among ancestor Viewports as well, differentiating it from the get_world_2d() getter. and also find_world_3d() | |||
2021-11-23 | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm | |
2021-11-22 | Merge pull request #54339 from ConteZero/line_edit_drag_and_drop | Rémi Verschelde | |
2021-11-15 | Fix drag and drop on LineEdit | ConteZero | |
2021-11-15 | Replace Godot docs URL with `$DOCS_URL` in XML class reference | Rémi Verschelde | |
2021-11-06 | Added SSIL post processing effect | clayjohn | |
2021-10-08 | Allow any floating-point value as a 3D rendering scale option | Hugo Locurcio | |
This allows for finer control over 3D rendering resolution. Supersampling can also be performed by setting a 3D rendering resolution above 1.0, which is useful for offline rendering or for very high-end GPUs. | |||
2021-10-06 | doc: Update links to latest documentation after content reorganization | Rémi Verschelde | |
2021-09-13 | Merge pull request #49063 from Calinou/remove-16x-msaa | Rémi Verschelde | |
Remove 16× MSAA support due to driver bugs and low performance | |||
2021-09-09 | Merge pull request #50336 from SirQuartz/patch-20 | Max Hilbrunner | |
Add description to `Viewport` | |||
2021-08-26 | Optionally scale 3D render content | Bastiaan Olij | |
2021-08-25 | Remove 16× MSAA support due to driver bugs and low performance | Hugo Locurcio | |
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is. | |||
2021-08-23 | Entirely removes BIND_VMETHOD in favor of GDVIRTUAL | reduz | |
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now. | |||
2021-08-12 | Use the Unicode multiplication symbol where relevant | Hugo Locurcio | |
2021-08-10 | Organize methods in Viewport and explicitly name 3D methods with 3D | Aaron Franke | |