Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-07-29 | Merge pull request #61647 from KoBeWi/SaverResource | Rémi Verschelde | |
2022-07-29 | Swap arguments of ResourceSaver.save() | kobewi | |
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 #63571 from RandomShaper/conservative_validate_vrs | Rémi Verschelde | |
2022-07-28 | Improve handling of the format of the VRS image | Pedro J. Estébanez | |
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.) - Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect. | |||
2022-07-28 | Merge pull request #57698 from ↵ | Rémi Verschelde | |
bluenote10/feature/rename_translated_to_translated_local | |||
2022-07-27 | Remove unintended string copies | Pedro J. Estébanez | |
2022-07-27 | Merge pull request #63296 from RandomShaper/fix_vk_singleview | Rémi Verschelde | |
2022-07-27 | Fill view and correlation masks correctly for single view in Vulkan RD | Pedro J. Estébanez | |
2022-07-27 | Merge pull request #63314 from RandomShaper/validate_vrs_format | Rémi Verschelde | |
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 | Merge pull request #63345 from BastiaanOlij/split_geometry_instance | Rémi Verschelde | |
Cleanup RendererSceneRender::GeometryInstance | |||
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 | Merge pull request #63323 from RandomShaper/const_ref_capabilities | Rémi Verschelde | |
Avoid copies of structures when returning Vulkan capabilities | |||
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. | |||
2022-07-22 | Avoid copies of structures when returning Vulkan capabilities | Pedro J. Estébanez | |
2022-07-22 | Validate texture format for VRS attachment | Pedro J. Estébanez | |
2022-07-21 | Rename OSX to macOS and iPhoneOS to iOS. | bruvzg | |
2022-07-20 | Merge pull request #63237 from RandomShaper/amend_error_msg | Rémi Verschelde | |
2022-07-20 | Improve `linuxbsd` headless building, cleanup build scripts | Riteo | |
Now the `linuxbsd` platform can be built headlessly (e.g. without X11 development libraries). I also cleaned up some weird (old?) usages of the `env` variable which seem to make no difference and are used nowhere else. | |||
2022-07-20 | Improve messages about VRS | Pedro J. Estébanez | |
2022-07-20 | Add missing fields to VkRenderPassCreateInfo2KHR struct | Bastiaan Olij | |
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
2022-07-18 | Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows | Rémi Verschelde | |
2022-07-18 | Merge pull request #62265 from d-robbins/specular_shininess_used | Rémi Verschelde | |
2022-07-18 | Merge pull request #62848 from RandomShaper/shader_writability_improvement | Rémi Verschelde | |
2022-07-18 | Enhance determination of uniform writability in Vulkan RD | Pedro J. Estébanez | |
- Check block decoration in addition to type decoration to be sure to find `readonly` decorators - Verify uniforms have same writability across all shader stages in Vulkan RD | |||
2022-07-18 | Improve versioning of shader binary data files | Pedro J. Estébanez | |
- Include Godot version and commit hash in shader cache key - Reject files when format doesn't match, even if it's lower, since we don't have backwards compatibility here | |||
2022-07-18 | added usage_defines for SPECULAR_SHININESS | David R | |
added usage defines for opengl3 renderer | |||
2022-07-17 | Update comments in vulkan_context.cpp | Aaron Franke | |
Co-authored-by: Quinn Leavitt <59779489+QuinnLeavitt@users.noreply.github.com> | |||
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 | |
2022-07-15 | Fix DirectionalLight2D and PointLight2D shadows not rendering correctly | sakrel | |
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. | |||
2022-07-07 | Allows parsing of invalid UTF-16 surrogates (can be encountered in Windows ↵ | bruvzg | |
filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose. | |||
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. |