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2022-01-28Merge pull request #57116 from bruvzg/win_net_shareRémi Verschelde
2022-01-26Merge pull request #54574 from Ansraer/glow_mapRémi Verschelde
2022-01-24[Windows] Add support for handling network share paths.bruvzg
2022-01-22Merge pull request #54890 from briansemrau/threadsafe-drawpute-listsRémi Verschelde
Make draw/compute lists threadsafe
2022-01-20add support for glow mapsAnsraer
2022-01-19Revert "Add new scaling modes for splash screen"Rémi Verschelde
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.
2022-01-19Merge pull request #54489 from briansemrau/texture-delete-updateRémi Verschelde
2022-01-18Add new scaling modes for splash screenSamuel Pedrajas
Removes the `fullsize` option which is superseded by `stretch_mode`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascadesRémi Verschelde
2022-01-17Allow using between 1 and 8 cascades for SDFGIHugo Locurcio
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).
2022-01-17Merge pull request #55020 from bruvzg/vlk_device_surface_checkRémi Verschelde
2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-17Remove property hints referencing unsupported svgz extensionRémi Verschelde
The wrongly claimed support for it was removed in #49645. See also #56862.
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
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.
2022-01-13Fix various typosluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-12Remove mistakenly added author infoclayjohn
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-11WIP New GLES3 Shader Compilerreduz
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-07Fix typos with codespellRémi Verschelde
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
2022-01-06Merge pull request #50493 from timothyqiu/local-vector-list-initRémi Verschelde
2022-01-06Fix multiple missing UTF-8 decoding.bruvzg
2022-01-05Add list initialization support for Vector & LocalVectorHaoyu Qiu
2022-01-05Added material_overlay property to MeshInstance3DFernando Cosentino
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.
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-04Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-02Fix various typosluz paz
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
2021-12-24drivers/vulkan: limit pEngineName to only the engine name, without its versionEric Engestrom
It's supposed to be something stable that can be used to identify the engine (using an equality check), so having the version number in there defeats the purpose. While at it, there is no need to prefix it with a second `"GodotEngine"`, nor to copy the static C string into a C++ string to then extract a C string from it :)
2021-12-23drivers/vulkan: set the engineVersion to Godot's versionEric Engestrom
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
2021-12-15Add / to the unix shortcut drive listHaoyu Qiu
Also made `get_current_drive()` to pick the longest match on Unix.
2021-12-10Rename `hint_aniso` to `hint_anisotropy` in the shader languageHugo Locurcio
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties.
2021-12-10Add `RenderingServer.get_video_adapter_type()` methodHugo Locurcio
This can be used to distinguish between integrated, dedicated, virtual and software-emulated GPUs. This in turn can be used to automatically adjust graphics settings, or warn users about features that may run slowly on their hardware.
2021-12-10Merge pull request #55704 from RandomShaper/fix_little_vk_mistakeRémi Verschelde
2021-12-10Merge pull request #55572 from aaronfranke/ci-doubleRémi Verschelde
2021-12-09Add a double-precision editor build to CIAaron Franke
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-08Make `compile` shader function to use struct instead long parameter listYuri Roubinsky
2021-12-07Fix misuse of Vulkan enum valuePedro J. Estébanez
2021-12-01Only print message for `get_modified_time()` failure when in verbose modeHugo Locurcio
This error message was often displayed for no good reason when PCK files were loaded in the editor. Since file modification dates are secondary metadata, it's not very important if it can't be retrieved successfully anyway.
2021-12-01Allow using empty statements in the shader, added formatting warningYuri Roubinsky
2021-11-26Fix console colors on WindowsYuri Roubinsky
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-22[Vulkan] Check each device capabilities before selecting it.bruvzg
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability. Add device preferred type check in discrete > integrated > virtual > cpu > other order. Add device list printout. Add command line argument to override device selection.
2021-11-19[HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.Fabio Alessandrelli
Note, the editor build requires the mbedtls module to be manually enabled, as it is currently needed as a ResourceUID dependency. This will need to be addressed in a separate PR.
2021-11-19Allow passing non-variable constant to const function param in shadersYuri Roubinsky