Age | Commit message (Collapse) | Author |
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Prevent opening Windows console files
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Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
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canvas renderer
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Assign light indices after sorting in OpenGL renderer
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This ensures that the light indices sent to the shader actually match where the light is saved
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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in favour of texture hints
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OS: Add `unset_environment`, better validate input
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texture swizzling
While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web
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Fixes #71551.
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fix normal map not flipping in sprite2D
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Instead of returning an undocumented boolean error code, we do the
validation checks that should ensure a successful result.
Based on:
- https://linux.die.net/man/3/setenv
- https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setenvironmentvariable
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Improving communication of scaling settings to renderer implementation
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OpenGL: Support FORMAT_{ETC2,DXT5}_RA_AS_RG
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Improve documentation for `OS.read_string_from_stdin()`
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This commit adds support for FORMAT_EXT2_RA_AS_RG and
FORMAT_DXT5_RA_AS_RG with OpenGL, fixing VRAM compression with the
normal map option enabled.
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This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
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Fixes #20110.
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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".
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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
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Cleanup and improve sky render
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Added options for sorting transparent objects (port of PR #63040)
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Implement basic ASTC support
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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.
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Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
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Implement render_target_was_used API so that Viewports can properly check if they have been used.
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Transform sdf xfrom by particle emission transform when particles are in global space
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Flip culling when rendering a camera with negative scale
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Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
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global space
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they have been used.
For the RD renderer, this does not work for Viewports used in scene shaders yet
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Use instanced array buffer instead of UBO for canvas item batching
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fixed https://github.com/godotengine/godot/issues/69949
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This simplifies the generated shader code which increases both performance and compile time on low end devices
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Replace certain sanity checks with proper dev-only assertions in Vulkan RD
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