Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-31 | Viewport canvas cull mask feature | BimDav | |
Co-authored-by: Valentin Zagura <puthre@gmail.com> | |||
2022-10-04 | Make sure to reset the tooltip of its gui_parent when the viewport is removed | Rindbee | |
2022-09-19 | Change return type of `get_configuration_warnings` to `PackedStringArray` | Marc Gilleron | |
2022-09-07 | Fix MOUSE_MODE_CAPTURED not working correctly with popups | MinusKube | |
2022-08-30 | Prevent subwindow_focused from pointing to a window that is not a subwindow | MinusKube | |
2022-08-30 | Merge pull request #63003 from Geometror/msaa-2d | Rémi Verschelde | |
2022-08-25 | Fix warp_mouse for transient windows, smoother mouse positioning when ↵ | MathieuRoux | |
releasing mouse for spinbox | |||
2022-08-22 | Make `_validate_property` a multilevel method | Yuri Sizov | |
2022-08-13 | Implement MSAA for 2D [Vulkan only] | Hendrik Brucker | |
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. | |||
2022-07-25 | 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. | |||
2022-07-17 | 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 | |||
2022-07-13 | 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. | |||
2022-06-07 | Initial TAA implementation | jfons | |
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations. | |||
2022-06-06 | Fix `Viewport.own_world_3d` documentation | Haoyu Qiu | |
Also fixed the naming of the setter's parameter and made an `if` block straightforward. | |||
2022-05-20 | Add a new HashSet template | reduz | |
* Intended to replace RBSet in most cases. * Optimized for iteration speed | |||
2022-05-17 | Merge pull request #61088 from groud/keep_unhandled_events_on_pass | Rémi Verschelde | |
2022-05-17 | Keep input event as unhandled if they go through a control set to ↵ | Gilles Roudière | |
MOUSE_FILTER_PASS | |||
2022-05-16 | Replace most uses of Map by HashMap | reduz | |
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated! | |||
2022-05-02 | Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init` | Rémi Verschelde | |
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors. | |||
2022-04-05 | [Input] Add extra `shortcut_input` input processing step to process Unicode ↵ | bruvzg | |
character input with Alt / Ctrl modifiers, after processing of shortcuts. | |||
2022-03-28 | Fix using Viewport::warp_mouse within Viewports | Markus Sauermann | |
2022-03-27 | Rename warp mouse functions to warp_mouse | Markus Sauermann | |
2022-03-14 | Cleanup internal GUI state, if event is accepted in _input. | Markus Sauermann | |
2022-03-13 | Cleanup embed subwindows getters | kobewi | |
2022-02-19 | Update variable name to reflect usage | Markus Sauermann | |
2022-02-03 | Merge pull request #57517 from groud/viewport_expose_gui_focus | Rémi Verschelde | |
2022-02-01 | Fix mouse_over not dropped when mouse leaves window | Marcel Admiraal | |
2022-02-01 | Exposes gui_release_focus and gui_get_focus_owner to Viewport | Gilles Roudière | |
2022-01-07 | Merge pull request #53419 from TechnoPorg/rework-subwindows | Rémi Verschelde | |
2022-01-04 | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | |
2022-01-04 | Merge pull request #51206 from clayjohn/Vulkan-ASSGI | Rémi Verschelde | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-29 | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | |
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | |||
2021-11-29 | Don't obtain a reference to a subwindow | TechnoPorg | |
Fixes the wrong location being accessed after changing the order of embedded windows. This commit also removes an unused variable. | |||
2021-11-23 | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm | |
2021-11-15 | Fix drag and drop on LineEdit | ConteZero | |
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-11-06 | Added SSIL post processing effect | clayjohn | |
2021-10-08 | Allow any floating-point value as a 3D rendering scale option | Hugo Locurcio | |
This allows for finer control over 3D rendering resolution. Supersampling can also be performed by setting a 3D rendering resolution above 1.0, which is useful for offline rendering or for very high-end GPUs. | |||
2021-09-16 | Rename Listener2D/Listener3D to AudioListener2D/AudioListener3D | Wilson E. Alvarez | |
2021-09-13 | Merge pull request #49063 from Calinou/remove-16x-msaa | Rémi Verschelde | |
Remove 16× MSAA support due to driver bugs and low performance | |||
2021-08-31 | Add Listener2D | kobewi | |
2021-08-26 | Optionally scale 3D render content | Bastiaan Olij | |
2021-08-25 | Remove 16× MSAA support due to driver bugs and low performance | Hugo Locurcio | |
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is. | |||
2021-08-23 | Entirely removes BIND_VMETHOD in favor of GDVIRTUAL | reduz | |
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now. | |||
2021-08-13 | Disable Node3D when compiling without 3D and fix disable_3d option | Aaron Franke | |
2021-08-13 | Fix some unnecessary includes | Aaron Franke | |
2021-08-10 | Organize methods in Viewport and explicitly name 3D methods with 3D | Aaron Franke | |
2021-08-09 | Use doubles for time in many other places | Aaron Franke | |