Age | Commit message (Collapse) | Author |
|
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
|
|
1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.
2. sqrt(a * a) = abs(a) for doubles
3. Simplify affine_inverse combination
4. Simplify calculation in shaders
|
|
|
|
Default CanvasItem materials to use sRGB space for uniform colors
|
|
Rename Projection `matrix` to `columns`
|
|
|
|
|
|
light and probe elements into storage and reorganise our render_scene method.
|
|
The 2D renderer in Godot is totally in sRGB space so it is appropriate
to keep 2D uniform colors in sRGB space
|
|
Part of #66537.
|
|
This ensures that the buffers don't go out of sync.
|
|
everything else.
This ensures that the debanding does not scale with exposure or any other effect.
|
|
|
|
|
|
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.
When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
|
|
|
|
|
|
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.
|
|
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
|
|
Add shader uniform hints for screen textures
|
|
filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
|
|
|
|
|
|
`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.
|
|
Keep SdfgiDebug shader's push constant size <= 128
|
|
|
|
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
|
|
|
|
Restructure environment in render implementation
|
|
|
|
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
|
|
|
|
|
|
renderers
|
|
|
|
Move Fog logic from render scene render to fog
|
|
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
|
|
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
|
|
|
|
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
|
|
|
|
Bind correct default resource type in GI
|
|
|
|
|
|
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
|
|
|
|
|
|
These methods weren't exposed to the scripting API.
Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
|
|
|
|
Split FOG
Split visibility notifier
Final cleanup of storage classes
|