Age | Commit message (Collapse) | Author |
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This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations).
This cleans up all the shader parameter code.
This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided.
**NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
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in favour of texture hints
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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 makes distance fade look the same regardless of the camera angle,
for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither).
Distance fade now behaves like fog in this regard.
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Rename remaining "*_enable" to "*_enabled"
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Part of #66537.
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Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)
Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)
RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`
Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
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Co-authored-by: Chia-Hsiang Cheng <garychia@users.noreply.github.com>
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Solves #65627
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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This provides better visuals and performance compared to the previous
ordered dither.
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`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
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- Set the default height scale to 5.0 and multiply it by 0.01 in the shader.
- Document heightmap properties in BaseMaterial3D class reference.
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This makes the default behavior consistent between SpriteBase3D,
BaseMaterial3D and imported glTF scene materials.
Alpha scissor threshold property hints now allows for more precise
adjustments as well.
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This also renames some sections for consistency.
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Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
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Calinou/basematerial3d-nearest-height-always-linear
Always sample the heightmap with linear filtering in BaseMaterial3D
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Nearest-neighbor filtering of the heightmap results in a broken
appearance, with and without Deep Parallax enabled on the material.
Linear filtering results in a more expected appearance. This does
not affect other texture maps such as albedo, normal or roughness.
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- Camera2D.zoom
- CanvasLayer.scale
- ParallaxBackground.scroll_base_scale
- ParallaxLayer.motion_scale
- Polygon2D.texture_scale
- BaseMaterial3D.uv1_scale
- BaseMaterial3D.uv2_scale
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This is more consistent with other BaseMaterial properties such as
`ao_texture_channel`.
This also improves the documentation related to
`albedo_texture_force_srgb`.
This also fixes a typo in the 3.x material converter.
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Rename `hint_albedo`, `hint_white/black` in shaders
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This includes all three light types and IBL, but does not include shadows or any form of GI
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* 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!
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This results in less surprising behavior out of the box.
Internal usages were modified to keep the existing behavior
identical there.
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* Placeholder textures
* Placeholder meshes
* Placeholder material
This PR is the first step towards implementing https://github.com/godotengine/godot-proposals/issues/2756
It adds an asset type that uses no resources, which can be used to replace the existing ones on export for using on the upcoming server export.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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callback.
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Happy new year to the wonderful Godot community!
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