Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-01-21 | Merge pull request #71220 from reduz/prevent-opening-windows-console-files | Rémi Verschelde | |
Prevent opening Windows console files | |||
2023-01-21 | Merge pull request #71776 from clayjohn/PointLight2D-indices | Rémi Verschelde | |
Stop incrementing light_count once max number of lights are reached in 2D canvas renderer | |||
2023-01-20 | Stop incrementing light_count once max number of lights are reached in 2D ↵ | clayjohn | |
canvas renderer | |||
2023-01-21 | Merge pull request #71772 from clayjohn/GLES3-li | Rémi Verschelde | |
Assign light indices after sorting in OpenGL renderer | |||
2023-01-20 | Assign light indices after sorting in OpenGL renderer | clayjohn | |
This ensures that the light indices sent to the shader actually match where the light is saved | |||
2023-01-20 | Sort decals and lights based on camera origin | clayjohn | |
Also implement sort_offset for decals Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2023-01-18 | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | |
in favour of texture hints | |||
2023-01-18 | Merge pull request #71514 from akien-mga/os-unset_environment | Rémi Verschelde | |
OS: Add `unset_environment`, better validate input | |||
2023-01-17 | Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable ↵ | clayjohn | |
texture swizzling While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web | |||
2023-01-17 | GLES3: Fix canvas shader use of undefined draw_data | Rémi Verschelde | |
Fixes #71551. | |||
2023-01-17 | Merge pull request #71382 from jainl28patel/sprite2d_flip_normal_map | Rémi Verschelde | |
fix normal map not flipping in sprite2D | |||
2023-01-16 | Linux/BSD: Add LINUXBSD_ENABLED define for non X11-related checks | Rémi Verschelde | |
2023-01-16 | OS: Add `unset_environment`, better validate input | Rémi Verschelde | |
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 | |||
2023-01-14 | Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options | Rémi Verschelde | |
Improving communication of scaling settings to renderer implementation | |||
2023-01-14 | fix normal map not flipping in sprite2D | jainl28patel | |
2023-01-13 | Clear material arrays to prevent freeing of invalid texture RID | Yuri Rubinsky | |
2023-01-13 | Improving communication of scaling settings to renderer implementation | Bastiaan Olij | |
2023-01-12 | Merge pull request #71248 from rsjtdrjgfuzkfg/opengl-texture-format | Rémi Verschelde | |
OpenGL: Support FORMAT_{ETC2,DXT5}_RA_AS_RG | |||
2023-01-12 | Merge pull request #70714 from Calinou/doc-os-stdin | Rémi Verschelde | |
Improve documentation for `OS.read_string_from_stdin()` | |||
2023-01-11 | OpenGL: Support FORMAT_{ETC2,DXT5}_RA_AS_RG | rsjtdrjgfuzkfg | |
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. | |||
2023-01-11 | Improve documentation for `OS.read_string_from_stdin()` | Hugo Locurcio | |
This makes it clearer that calls to this method are blocking. The unused method parameter was also removed. | |||
2023-01-11 | Prevent opening Windows console files | Juan Linietsky | |
Fixes #20110. | |||
2023-01-09 | Make inclusion of Godot version in shader hash universal | Pedro J. Estébanez | |
2023-01-06 | Properly map shader language texture hints to sampler hints in GLES3 renderer | clayjohn | |
2023-01-05 | One Copyright Update to rule them all | Rémi Verschelde | |
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". | |||
2023-01-03 | Ignore depth draw optimization when using depth draw alpha prepass | clayjohn | |
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 | |||
2022-12-23 | Merge pull request #70253 from BastiaanOlij/cleanup_sky_render | Rémi Verschelde | |
Cleanup and improve sky render | |||
2022-12-23 | Merge pull request #69998 from BastiaanOlij/sorting-pivot-4 | Rémi Verschelde | |
Added options for sorting transparent objects (port of PR #63040) | |||
2022-12-23 | Cleanup and improve sky render | Bastiaan Olij | |
2022-12-23 | Added options for sorting transparent objects (port of PR 63040) | Bastiaan Olij | |
2022-12-21 | Fix reading Unicode from stdio. | bruvzg | |
2022-12-20 | Merge pull request #65376 from reduz/astc-support | Rémi Verschelde | |
Implement basic ASTC support | |||
2022-12-20 | Implement basic ASTC support | Juan Linietsky | |
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. | |||
2022-12-17 | Merge pull request #70091 from clayjohn/bone-aabbs | Rémi Verschelde | |
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain | |||
2022-12-17 | Merge pull request #70132 from clayjohn/RT-update | Rémi Verschelde | |
Implement render_target_was_used API so that Viewports can properly check if they have been used. | |||
2022-12-17 | Merge pull request #70163 from clayjohn/particles-sdf | Rémi Verschelde | |
Transform sdf xfrom by particle emission transform when particles are in global space | |||
2022-12-17 | Merge pull request #70133 from lyuma/negative_scale_backface | Rémi Verschelde | |
Flip culling when rendering a camera with negative scale | |||
2022-12-17 | Merge pull request #70087 from clayjohn/mesh-aabb | Rémi Verschelde | |
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes | |||
2022-12-16 | Implement boot image in OpenGL3 renderer | clayjohn | |
2022-12-16 | Transform sdf xfrom by particle emission transform when particles are in ↵ | clayjohn | |
global space | |||
2022-12-16 | Implement render_target_was_used API so that Viewports can properly check if ↵ | clayjohn | |
they have been used. For the RD renderer, this does not work for Viewports used in scene shaders yet | |||
2022-12-15 | Flip culling when rendering a camera with negative scale | Lyuma | |
2022-12-15 | Merge pull request #70065 from clayjohn/GLES3-attribs | Rémi Verschelde | |
Use instanced array buffer instead of UBO for canvas item batching | |||
2022-12-15 | Merge pull request #70016 from Chaosus/refactor_rd_shader_data | Yuri Rubinsky | |
fixed https://github.com/godotengine/godot/issues/69949 | |||
2022-12-15 | Use instanced array buffer instead of UBO for canvas item batching | clayjohn | |
This simplifies the generated shader code which increases both performance and compile time on low end devices | |||
2022-12-15 | Merge pull request #70104 from RandomShaper/vk_dev_asserts | Clay John | |
Replace certain sanity checks with proper dev-only assertions in Vulkan RD | |||
2022-12-15 | Merge pull request #70102 from Chaosus/rd_remove_usage_indirect | Yuri Rubinsky | |
2022-12-15 | Replace certain sanity checks with proper dev-only assertions in Vulkan RD | Pedro J. Estébanez | |
2022-12-15 | Fix typos with codespell | Rémi Verschelde | |
2022-12-15 | Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flags | Yuri Rubinsky | |