Age | Commit message (Collapse) | Author |
|
* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
|
|
* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
|
|
|
|
* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
|
|
* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
|
|
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
|
|
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
|
|
error: enum constant in boolean context [-Werror=int-in-bool-context]
|
|
* Multisampling was wrongly selected, possibly fixes #49937
* Image semaphore acquisition is now per window, possibly fixes #41614
Please make sure to test the above two issues again, since I can't reproduce either anyway.
|
|
* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
Prefer discrete GPU over integrated one
|
|
This unblocks launching on Linux laptops that default to the integrated
GPU which can not handle Vulkan in many instances.
Ideally a manual device selection, or an option for the optimal selection
strategy should be provided via CLI or config, but for the time being
this will unblock the Linux devs.
Partially addresses #42348 and #43714
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
|
Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
|
|
|
|
- Use hardcoded pluralization for messages.
- Since these messages are English-only, it's fine to hardcode it.
- Use double quotes for consistency with other messages.
|
|
Follow-up to #38736 (these uses were likely added after this PR was merged).
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
|
|
Chose format from supported ones that we support
|
|
|
|
|
|
|
|
fix: 3 LGTM alerts/warnings
|
|
|
|
Obtain supported Vulkan API
|
|
|
|
|
|
|
|
|
|
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
|
|
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
|
|
functions are used. Add temporary variables to fix potential use-after-free.
|
|
Add temporary variable to not use freed memory
|
|
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
|
|
|
|
|
|
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
|
|
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
|
|
|
|
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
|
|
SSAO renames and move push constant binding
|
|
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
|
|
Rename Rect2 and Rect2i clip() to intersection()
|