Age | Commit message (Collapse) | Author |
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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This simplifies the generated shader code which increases both performance and compile time on low end devices
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Add 2D shadows and canvas SDF to OpenGL3 renderer
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Unify usage of GLOBAL/EDITOR_GET
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Prevent windows from having a size greater than device limit
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This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.
This results in much faster rendering on low-end devices
but improves speed on all devices.
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Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
this makes them work in OpenGL contexts
changed verbose error printing to write once
this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
these were previously discarded
messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
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Split canvas_texture_storage and texture_storage from render_storage class
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