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2022-07-29fix 'Comparison result is always the same' warningsLinuxUserGD
2022-07-29Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde
Restructure environment in render implementation
2022-07-29Restructure environment in render implementationBastiaan Olij
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.
2022-07-28Merge pull request #57698 from ↵Rémi Verschelde
bluenote10/feature/rename_translated_to_translated_local
2022-07-27Merge pull request #62364 from clayjohn/GLES3-sky-optimizationRémi Verschelde
2022-07-27Merge pull request #63477 from Chaosus/shader_fix_fogRémi Verschelde
2022-07-27Fix `FOG` built-in in spatial/fragment shaderYuri Rubinsky
2022-07-27Change RendererSceneRender::GeometryInstance so more code is shared among ↵Bastiaan Olij
renderers
2022-07-26Implement shader uniform groups/subgroupsYuri Rubinsky
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde
2022-07-22Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde
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.
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-19Move screen space effects into a separate classBastiaan Olij
2022-07-18added usage_defines for SPECULAR_SHININESSDavid R
added usage defines for opengl3 renderer
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
2022-07-16rename translate(d) to translate(d)_local in Transform 2D/3DFabian Keller
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.
2022-07-06Prevent possible crash when mesh is freedYuri Rubinsky
2022-07-06Merge pull request #62344 from BastiaanOlij/extract_dependenciesRémi Verschelde
2022-07-06Remove unused anisotropy setter/getter methods in VoxelGIHugo Locurcio
These methods weren't exposed to the scripting API. Anisotropy was used in earlier iterations of VoxelGI, but it was removed as it was too expensive.
2022-07-02SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde
2022-06-28Split dependency logicBastiaan Olij
Split FOG Split visibility notifier Final cleanup of storage classes
2022-06-22Precompute on the CPU as much as possible for the Cubemap filter shaderclayjohn
2022-06-22Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij
2022-06-17Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij
Use view instead of vertex for reflections.
2022-06-14Implement MultiMesh in 3D and flesh out MultiMesh functionsclayjohn
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.
2022-06-01Ensure has_os_features is safely called as it can't be called from within ↵Bastiaan Olij
the construct of RenderingServerDefault on which it relies
2022-05-25Implement NinePatchRects in GLES3 rendererclayjohn
2022-05-26Merge pull request #61425 from clayjohn/GLES3-2DRémi Verschelde
2022-05-25Implement 2D Meshes and MultiMeshes in GLES3 backendclayjohn
2022-05-24Merge pull request #60641 from clayjohn/Sky-ignRémi Verschelde
Use IGN instead of white noise for sky dithering
2022-05-24Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24Use IGN instead of white noise for sky ditheringclayjohn
2022-05-24Merge pull request #60803 from Chaosus/shader_hint_renameRémi Verschelde
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-19Fix sky updating when DirectionalLight mode changed and shader compatibility ↵clayjohn
for certain drivers
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-18Fix tonemapper shader to correctly apply alpha channelYuri Rubinsky
2022-05-16Add basic lighting to GLES3 renderer.clayjohn
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-16Fix computation of screen_uvSomnath Sarkar
2022-05-13Merge pull request #60894 from derammo/derammo_opengl3_windowsRémi Verschelde
2022-05-12Merge pull request #60643 from clayjohn/GLES3-3DRémi Verschelde