Age | Commit message (Collapse) | Author |
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(cherry picked from commit e35bbd76a314aeabf9aae79cd20bca4d9c4241a9)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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(cherry picked from commit f23f0a27c11334c73b09ce86add8a6511010696f)
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backend
(cherry picked from commit 98697b05d86b0bc81a950278be7aaafcdcfa7f82)
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(cherry picked from commit 06a1fe03644c57256b90b2840db1ef902187145a)
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OpenGL3 renderer
(cherry picked from commit 46b416f3b1376c78e3ad8c8cd05e619f7b01f407)
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(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
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Notify mesh surface when render_priority changes
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This ensures that the mesh properly takes render_priority into account when changed
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Fix various missing rendering parameter checks
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Co-authored-by: Clay John <claynjohn@gmail.com>
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Fixes SoftBody3D culling issues.
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Expose EYE_OFFSET to gdshader code
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Avoid leaking texture->tex_id when clearing render targets
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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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>
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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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Also error when using instance uniforms
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Make screen texture and depth texture work in Multiview
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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in favour of texture hints
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texture swizzling
While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web
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Improving communication of scaling settings to renderer implementation
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This commit adds support for FORMAT_EXT2_RA_AS_RG and
FORMAT_DXT5_RA_AS_RG with OpenGL, fixing VRAM compression with the
normal map option enabled.
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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 is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
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Implement render_target_was_used API so that Viewports can properly check if they have been used.
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Transform sdf xfrom by particle emission transform when particles are in global space
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Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
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global space
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they have been used.
For the RD renderer, this does not work for Viewports used in scene shaders yet
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Use instanced array buffer instead of UBO for canvas item batching
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fixed https://github.com/godotengine/godot/issues/69949
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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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