Age | Commit message (Collapse) | Author |
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Improve resource load cache
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Accomodate blend shape ranges of -1 to +1 for Vulkan
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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Update GraphEdit when GraphNode's slot is updated
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Fix StringName type checks in other `_rpc*_bind` methods.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Initialize class variables with default values in scene/ [2/2]
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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Improve SDFGI indirect light feedback loop
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Fix contact points debug for 3D Physics
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Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
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Keep selected node visible after filter change
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Set selected Tree item to null when deselected
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Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
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Update ColorPicker controls when entering tree
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Implement pause-aware picking
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-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
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Co-authored-by: Brody Eller <wviper3@gmail.com>
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Fix unnecessary scrolling in TextEdit
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This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
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adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position)
Fixes #45770
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invalid transform of collision shape in cases where the node is not supposed to enter the scene tree)
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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
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-It's an option, just enable it
-Just works, don't have to do anything else.
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Rewrote how barriers work for faster rendering
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This prefix is used in the C++ codebase, not in the scripting API.
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Since it's meant to be used as a virtual method.
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-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
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They are bound as both regular and virtual methods which makes ClassDB
report the methods twice when querying the API. The non-virtual binding
is removed since both methods only seem to be used as virtual.
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Fix particles not properly updated by their lifetime
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3D editor grid improvements
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This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Fixed completion and hint panel positioning in TextExit
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GraphNode: Add properties for custom icons
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Use real_t in physics nodes
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Use integer coordinates for the font glyphs rendering.
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The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
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Unified several visual shader nodes
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