Age | Commit message (Collapse) | Author |
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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
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drivers/gles3/storage/material_storage.cpp
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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.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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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>
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Split canvas_texture_storage and texture_storage from render_storage class
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Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
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This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
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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.
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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* 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.
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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.
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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.
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Removes the `fullsize` option which is superseded by `stretch_mode`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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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).
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The wrongly claimed support for it was removed in #49645.
See also #56862.
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
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Uses versions and specializations (more similar to RenderingDevice version)
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Using codespell 2.1.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
ans
ba
curvelinear
dof
doubleclick
fave
findn
gird
inout
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
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Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
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Add `RenderingServer.get_video_adapter_type()` method
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