Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-03 | Rename Basis get_axis to get_column, remove redundant methods | Aaron Franke | |
2022-05-03 | Merge pull request #51102 from Calinou/renderingserver-add-api-version-getter | Rémi Verschelde | |
Add `get_video_adapter_api_version()` to RenderingServer | |||
2022-05-03 | Merge pull request #60627 from aaronfranke/rename-elements | Rémi Verschelde | |
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively | |||
2022-05-03 | Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>` | Hugo Locurcio | |
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors. | |||
2022-05-03 | Add `get_video_adapter_api_version()` to RenderingServer | Hugo Locurcio | |
This method can be used to get the graphics API version currently in use (such as Vulkan). It can be used by projects for troubleshooting or statistical purposes. | |||
2022-05-02 | Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init` | Rémi Verschelde | |
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors. | |||
2022-05-01 | Add `hint_color` support for `vec3` in shaders | Yuri Roubinsky | |
2022-04-29 | Rename Basis "elements" to "rows" | Aaron Franke | |
2022-04-29 | Rename Transform2D "elements" to "columns" | Aaron Franke | |
2022-04-28 | Add MeshStorage to GLES3 | clayjohn | |
2022-04-28 | Fix typo after #60503 | Rémi Verschelde | |
2022-04-28 | Merge pull request #60503 from clayjohn/OPENGL-3D | Rémi Verschelde | |
2022-04-28 | Fix cppcheck const parameters | Markus Sauermann | |
Convert method signature parameters to const where it is possible # Conflicts: # drivers/gles3/rasterizer_canvas_gles3.cpp # drivers/gles3/rasterizer_canvas_gles3.h # editor/plugins/animation_state_machine_editor.cpp # editor/plugins/animation_state_machine_editor.h | |||
2022-04-27 | Merge pull request #59979 from bruvzg/cpp_check2 | Rémi Verschelde | |
2022-04-26 | Fix "ortogonal" -> "orthogonal" typo in rasterizer code | Hugo Locurcio | |
2022-04-26 | Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures | clayjohn | |
2022-04-25 | Merge pull request #60386 from bruvzg/label3d | Rémi Verschelde | |
2022-04-22 | Fixed ambiguous reference to "Shader" and "Material" classes in ↵ | Shnazzy | |
drivers/gles3/storage/material_storage.cpp | |||
2022-04-22 | Implement Label3D node. | bruvzg | |
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector. | |||
2022-04-20 | Fix more issues found by cppcheck. | bruvzg | |
2022-04-20 | Merge pull request #60175 from Geometror/visual-shader-vector4 | Yuri Rubinsky | |
2022-04-19 | Initialize OpenGL before rasterizers in GLES3 | clayjohn | |
2022-04-17 | Moved particles into ParticlesStorage | Bastiaan Olij | |
2022-04-17 | Move light, reflection probe and lightmap into LightStorage | Bastiaan Olij | |
2022-04-17 | Merge canvas and decal into TextureStorage and add render target | Bastiaan Olij | |
2022-04-12 | Add Vector4 to VisualShader | Hendrik Brucker | |
2022-04-11 | Make FileAccess and DirAccess classes reference counted. | bruvzg | |
2022-04-06 | Fix some issues found by cppcheck. | bruvzg | |
2022-04-04 | Style: Apply clang-tidy to current code, add `readability-redundant-member-init` | Rémi Verschelde | |
2022-04-04 | Zero initialize all pointer class and struct members | Rémi Verschelde | |
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr. | |||
2022-04-02 | Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage | Bastiaan Olij | |
2022-03-31 | Extract global variable, shader and material storage | Bastiaan Olij | |
2022-03-21 | Extract Decal and Decal atlas from Storage class | Bastiaan Olij | |
2022-03-18 | Rename several transform built-ins in shaders | Yuri Roubinsky | |
2022-03-17 | Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum | Hugo Locurcio | |
3 options are available: - Light and Sky (default) - Light Only (new) - Sky Only (equivalent to `use_in_sky_only = true`) Co-authored by: clayjohn <claynjohn@gmail.com> | |||
2022-03-16 | Split dummy renderer classes into separate files | Bastiaan Olij | |
Split canvas_texture_storage and texture_storage from render_storage class | |||
2022-03-09 | Change some math macros to constexpr | kobewi | |
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`. | |||
2022-03-04 | Remove unused `shadow_color` property from Light3D | Hugo Locurcio | |
This shadow color property was no longer effective since the shaders were optimized to improve occupancy. | |||
2022-03-04 | GLES3: Fix `-Wmaybe-uninitialized` warning for MipMaps::Size | Rémi Verschelde | |
2022-02-25 | Implement distance fade properties in OmniLight3D and SpotLight3D | Hugo Locurcio | |
This can be used to fade lights and their shadows in the distance, similar to Decal nodes. This can bring significant performance improvements, especially for lights with shadows enabled and when using higher-than-default shadow quality settings. While lights can be smoothly faded out over distance, shadows are currently "all or nothing" since per-light shadow color is no longer customizable in the Vulkan renderer. This may result in noticeable pop-in when leaving the shadow cutoff distance, but depending on the scene, it may not always be that noticeable. | |||
2022-02-22 | Use Filament specular models and parametrization | clayjohn | |
2022-02-16 | Style: Cleanup single-line blocks, semicolons, dead code | Rémi Verschelde | |
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported. | |||
2022-02-15 | Add Particle Shader Userdata | reduz | |
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data. * This data is allocated on demand, so shaders that do not use it do not cost more. | |||
2022-02-04 | Enable 16-bit shadow atlas by default in the RenderingServer methods | Hugo Locurcio | |
16-bit shadow atlases are already the default in the project settings, but low-level methods used 24-bit shadows by default. This makes low-level methods more consistent with the default project settings to avoid accidental performance issues when users change the shadow size at run-time. | |||
2022-01-29 | simplify formatting scripts, add a clang-tidy script, and run clang-tidy | Nathan Franke | |
2022-01-20 | add support for glow maps | Ansraer | |
2022-01-19 | Revert "Add new scaling modes for splash screen" | Rémi Verschelde | |
This reverts commit fcc9f5ce396ff921ed8253f657a8c9c38e7a878d. The feature is good but the implementation still needs more work. A new PR will be made with a rework of this commit. | |||
2022-01-18 | Add new scaling modes for splash screen | Samuel Pedrajas | |
Removes the `fullsize` option which is superseded by `stretch_mode`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> | |||
2022-01-18 | Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades | Rémi Verschelde | |
2022-01-17 | Allow using between 1 and 8 cascades for SDFGI | Hugo Locurcio | |
This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes). |