Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-02-26 | Don't abort loading scene on missing dependency | kobewi | |
2022-02-24 | Merge pull request #58496 from JFonS/fix_lm_crash | Rémi Verschelde | |
2022-02-24 | Add sanity checks to lightmap unwrap texel size | jfons | |
2022-02-22 | Use Filament specular models and parametrization | clayjohn | |
2022-02-22 | Merge pull request #58343 from aaronfranke/negative-shape-warning | Rémi Verschelde | |
2022-02-22 | Merge pull request #58344 from TokageItLab/fix-cubic-interpolate-with-loop | Rémi Verschelde | |
2022-02-21 | Merge pull request #58367 from V-Sekai/tileset_atlas_crash_fix | Rémi Verschelde | |
2022-02-20 | simplify calculation of max in grayscale | Markus Sauermann | |
2022-02-20 | Fix nullptr error in _update_padded_texture on texture with no image | SaracenOne | |
2022-02-20 | Fixed cubic interpolate with loop | Silc 'Tokage' Renew | |
2022-02-20 | Show an error when setting a negative size on a collision shape | Aaron Franke | |
2022-02-19 | Fix crash when importing small GLTF mesh | Haoyu Qiu | |
2022-02-17 | Revert "Default to real-time radiance map filter for environment sky ↵ | clayjohn | |
reflections" This reverts commit 09563e4bd8fa4dda8802b3b48f111f3c1de499d8. | |||
2022-02-16 | Style: Cleanup single-line blocks, semicolons, dead code | Rémi Verschelde | |
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported. | |||
2022-02-15 | Merge pull request #57931 from Calinou/sky-default-filter-realtime | Rémi Verschelde | |
2022-02-15 | Merge pull request #57877 from bruvzg/subpixel_gl_pos | Rémi Verschelde | |
2022-02-15 | Merge pull request #58100 from Calinou/environment-clamp-sky-contribution | Rémi Verschelde | |
Clamp environment light sky contribution to the [0.0; 1.0] range | |||
2022-02-14 | Clamp environment light sky contribution to the [0.0; 1.0] range | Hugo Locurcio | |
The value is already clamped in the editor, but it wasn't being clamped when the value was set via code. Values outside the [0.0; 1.0] range can result in broken rendering. | |||
2022-02-14 | Improve completion scroll bar visibility in the script editor | Hugo Locurcio | |
This makes the scroll bar bar thicker and more opaque (roughly matching the editor theme's scroll bar by default). | |||
2022-02-14 | Merge pull request #58008 from Geometror/increase-checkerboard-contrast | Rémi Verschelde | |
2022-02-13 | Merge pull request #57954 from TokageItLab/refactor-cubic-interpolate | Rémi Verschelde | |
Implement `cubic_interpolate()` as MathFunc for refactoring | |||
2022-02-12 | Add sub-pixel glyph positioning support. | bruvzg | |
2022-02-12 | Merge pull request #57993 from Calinou/sky-tweak-default-values | Rémi Verschelde | |
2022-02-12 | Increase checkerboard texture contrast | Hendrik Brucker | |
2022-02-12 | Merge pull request #57319 from IgorKordiukiewicz/sprite3d-error-message | Rémi Verschelde | |
2022-02-12 | Implement cubic_interpolate() as MathFunc for refactoring | Silc 'Tokage' Renew | |
2022-02-12 | Merge pull request #57641 from Geometror/compilation-time-improvements-1 | Rémi Verschelde | |
2022-02-12 | Improve compilation speed (forward declarations/includes cleanup) | Hendrik Brucker | |
2022-02-12 | Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance | Hugo Locurcio | |
- Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators. | |||
2022-02-11 | Fix SelfList::remove error when animating Sprite3D | Igor Kordiukiewicz | |
2022-02-11 | Add an explicit way to remove a theme type | Yuri Sizov | |
2022-02-10 | Default to real-time radiance map filter for environment sky reflections | Hugo Locurcio | |
This makes radiance map updates much faster, which improves performance when rotating the sun in the editor or at run-time. This real-time filter is also much less prone to "fireflies" that can appear when using a sky with a bright sun. | |||
2022-02-10 | Merge pull request #39965 from Calinou/tweak-sdfgi-defaults | Rémi Verschelde | |
2022-02-10 | Merge pull request #57707 from Calinou/sdfgi-tweak-default-num-cascades | Rémi Verschelde | |
2022-02-09 | Merge pull request #57813 from MisoMosiSpy/disabled_icons | Rémi Verschelde | |
2022-02-09 | Updated alpha value for disabled icons in default theme. | MisoMosiSpy | |
2022-02-08 | Merge pull request #57627 from JFonS/occluder_improvements | Rémi Verschelde | |
2022-02-08 | Use source image format when creating padded texture | JoJoX | |
2022-02-08 | Merge pull request #57796 from akien-mga/revert-sname-theme-setters | Rémi Verschelde | |
2022-02-08 | Revert "Add missing SNAME macro optimization to all theme methods call" | Rémi Verschelde | |
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters. | |||
2022-02-08 | Refactor some object type checking code with `cast_to` | Rémi Verschelde | |
Less stringly typed logic, and less String allocations and comparisons. | |||
2022-02-07 | Improvements and fixes to occluders | jfons | |
Improvements: * Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders. * Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default. * Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window. Fixes: * Fixed saving of occluder files after bake. * Fixed a small error where occluders didn't correctly update in the rendering server. Bonus content: * Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders. * Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename. | |||
2022-02-07 | Merge pull request #57741 from Chaosus/vs_fixes | Rémi Verschelde | |
2022-02-07 | Merge pull request #57725 from jmb462/missing-sname-theme-setters | Rémi Verschelde | |
2022-02-07 | Add some more fixes to visual shader | Yuri Roubinsky | |
2022-02-06 | Add missing SNAME macro optimization to all theme methods call | jmb462 | |
2022-02-06 | Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D` | Yuri Roubinsky | |
2022-02-06 | Add missing SNAME macro optimization in some function calls | jmb462 | |
2022-02-06 | Tweak default SDFGI settings for better quality | Hugo Locurcio | |
- Enable Read Sky Light to get proper outdoors lighting out of the box. - Set bounce feedback to 0.5 by default to get a better quality result. - Higher values may cause infinite feedback with bright surfaces. - Increase the number of frames to converge to improve quality at the cost of latency. Most scenes are fairly static after all. - Use 75% Y scale by default as most scenes are not highly vertical. - Reorder the Y scale enum to go from the lowest Y scale to the highest. Also rename the "Disabled" setting to "100%" for clarity. | |||
2022-02-06 | Decrease the default number of SDFGI cascades to 4 | Hugo Locurcio | |
This improves rendering performance noticeably, especially when the camera moves fast. On a medium-sized test scene on a GTX 1080 in 2560×1440, going from 6 to cascades saves 0.5 ms of frame time while looking visually identical (as most of the scene fits within the 4 cascades). |