Age | Commit message (Collapse) | Author |
|
Improve documentation for `OS.read_string_from_stdin()`
|
|
This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
|
|
|
|
|
|
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
|
|
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
|
|
Cleanup and improve sky render
|
|
Added options for sorting transparent objects (port of PR #63040)
|
|
|
|
|
|
|
|
Implement basic ASTC support
|
|
Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.
The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.
ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.
Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
|
|
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
|
|
Implement render_target_was_used API so that Viewports can properly check if they have been used.
|
|
Transform sdf xfrom by particle emission transform when particles are in global space
|
|
Flip culling when rendering a camera with negative scale
|
|
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
|
|
|
|
global space
|
|
they have been used.
For the RD renderer, this does not work for Viewports used in scene shaders yet
|
|
|
|
Use instanced array buffer instead of UBO for canvas item batching
|
|
fixed https://github.com/godotengine/godot/issues/69949
|
|
This simplifies the generated shader code which increases both performance and compile time on low end devices
|
|
Replace certain sanity checks with proper dev-only assertions in Vulkan RD
|
|
|
|
|
|
|
|
|
|
Refactor SPIR-V reflection into a generic RenderingDevice feature
|
|
|
|
a pain
|
|
skeleton changes
|
|
Remove high quality glow as it is not any higher quality than regular glow
|
|
Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
|
|
|
|
|
|
|
|
Fix barrier on buffer_get_data
|
|
Rename all gdnative occurences to gdextension
|
|
Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
|
|
OpenGL: Fix scene shader error when using Omni or Spot but not both
|
|
|
|
Fixes #69886.
|
|
call clears the GL_ELEMEMT_ARRAY_BUFFER when changing the state.
Update rasterizer_scene_gles3.cpp
Fix white-space to match godotengine checks.
|
|
Detect and report if 2D particles use the screen SDF
|
|
Properly free Skeleton RID in RenderingServer.free()
|
|
This ensures that the SDF is updated even if not used in a canvas_item shader
|
|
|