Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-08 | Fix macOS and iOS defines in the rendering code. | bruvzg | |
2022-08-08 | Merge pull request #62547 from clayjohn/ref_vec_pbr | Rémi Verschelde | |
2022-08-07 | Add a shadow opacity property to Light3D | Hugo Locurcio | |
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | |||
2022-08-06 | Check also GLES3 in CI | Rafał Mikrut | |
2022-08-04 | Rename shader parameter uniform setter/getter methods for consistency | Hugo Locurcio | |
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them. | |||
2022-08-04 | Force disable S3TC support on Android/iOS since we don't handle it | Rémi Verschelde | |
Fixes #63909 for now. This could be improved in the future if we want to properly support S3TC on mobile. | |||
2022-08-02 | Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) | Patrick Exner | |
2022-08-02 | Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture | Rémi Verschelde | |
Add `hint_transparent` to use a transparent black placeholder texture | |||
2022-08-01 | Add `hint_transparent` to use a transparent black placeholder texture | Hugo Locurcio | |
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually. | |||
2022-08-01 | Fix various bugs in GLES3 renderer that stopped it from running on web | clayjohn | |
2022-08-01 | Merge pull request #63766 from Chaosus/fix_shader_instance_uniform | Yuri Rubinsky | |
2022-08-01 | Fix passing values to the instance uniforms in the shader | Yuri Rubinsky | |
2022-08-01 | Merge pull request #63761 from BastiaanOlij/gles3_scene_singleton_init | Rémi Verschelde | |
2022-08-01 | Initialise singleton in RendererSceneGLES3 | Bastiaan Olij | |
2022-08-01 | Merge pull request #63587 from clayjohn/specular-occlusion | Rémi Verschelde | |
Treat specular less than 0.02 as occlusion | |||
2022-07-31 | Treat specular less than 0.02 as occlusion | clayjohn | |
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials | |||
2022-07-29 | fix 'Comparison result is always the same' warnings | LinuxUserGD | |
2022-07-29 | Merge pull request #63527 from BastiaanOlij/rework_environment | Rémi Verschelde | |
Restructure environment in render implementation | |||
2022-07-29 | Restructure environment in render implementation | Bastiaan Olij | |
2022-07-28 | Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename | Rémi Verschelde | |
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-07-28 | Allow changing mipmap LOD bias when FSR 1.0 scaling is not used | Hugo 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. | |||
2022-07-28 | Merge pull request #57698 from ↵ | Rémi Verschelde | |
bluenote10/feature/rename_translated_to_translated_local | |||
2022-07-27 | Merge pull request #62364 from clayjohn/GLES3-sky-optimization | Rémi Verschelde | |
2022-07-27 | Merge pull request #63477 from Chaosus/shader_fix_fog | Rémi Verschelde | |
2022-07-27 | Fix `FOG` built-in in spatial/fragment shader | Yuri Rubinsky | |
2022-07-27 | Change RendererSceneRender::GeometryInstance so more code is shared among ↵ | Bastiaan Olij | |
renderers | |||
2022-07-26 | Implement shader uniform groups/subgroups | Yuri Rubinsky | |
2022-07-25 | Code quality: Fix header guards consistency | Rémi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
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. | |||
2022-07-23 | Merge pull request #62513 from reduz/shader_preprocessor_remake | Rémi Verschelde | |
2022-07-22 | Merge pull request #62478 from BastiaanOlij/split_effects_20220628 | Rémi Verschelde | |
2022-07-22 | Clean up Shader Preprocessor | reduz | |
* 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. | |||
2022-07-21 | Rename OSX to macOS and iPhoneOS to iOS. | bruvzg | |
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
2022-07-18 | added usage_defines for SPECULAR_SHININESS | David R | |
added usage defines for opengl3 renderer | |||
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-07-16 | rename translate(d) to translate(d)_local in Transform 2D/3D | Fabian Keller | |
2022-07-13 | Rename soft shadow quality project settings for easier searching | Hugo 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. | |||
2022-07-06 | Prevent possible crash when mesh is freed | Yuri Rubinsky | |
2022-07-06 | Merge pull request #62344 from BastiaanOlij/extract_dependencies | Rémi Verschelde | |
2022-07-06 | Remove unused anisotropy setter/getter methods in VoxelGI | Hugo 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. | |||
2022-07-02 | SCons: Properly track codegen script dependency for generated GLSL headers | Rémi Verschelde | |
2022-06-29 | Evaluate specular reflections using specular dominant direction instead of ↵ | clayjohn | |
assuming mirror reflections | |||
2022-06-28 | Split dependency logic | Bastiaan Olij | |
Split FOG Split visibility notifier Final cleanup of storage classes | |||
2022-06-22 | Precompute on the CPU as much as possible for the Cubemap filter shader | clayjohn | |
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
2022-06-17 | Introduce eye_offset for correcting stereoscopic reflections | Bastiaan Olij | |
Use view instead of vertex for reflections. | |||
2022-06-14 | Implement MultiMesh in 3D and flesh out MultiMesh functions | clayjohn | |
2022-06-07 | Initial TAA implementation | jfons | |
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. |