Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-05-12 | Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node | Patrick | |
(cherry picked from commit e35bbd76a314aeabf9aae79cd20bca4d9c4241a9) | |||
2023-04-24 | Don't store instance transform in RD 3D renderer unless requested | clayjohn | |
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice (cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191) | |||
2023-03-13 | Use MSAA 2D texture in multipass tonemapper | Bastiaan Olij | |
(cherry picked from commit 903aa0e385ac79ca747029c0e12823b2671304a8) | |||
2023-02-26 | Add warnings for unsupported features in mobile and gl_compatibility backends | clayjohn | |
2023-02-22 | Fix issue with default textures requiring arrays when using multiview | Bastiaan Olij | |
2023-02-21 | Forbid passing multiview sampler to the custom function in shaders | Yuri Rubinsky | |
2023-02-13 | Move some worker_thread_pool.h includes out of header files | myaaaaaaaaa | |
2023-02-07 | Some code simplifications | Markus Sauermann | |
1. `number_width` isn't used later 2. `return_type` is used only once 3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger 4. negative `aa->backward` conditional 5. `current_canvas` == `find_world_2d()->get_canvas()` 6. identical if `render_shadows` | |||
2023-02-01 | Expose EYE_OFFSET to gdshader code | Bastiaan Olij | |
2023-01-30 | Fix SSAO/SSIl being applied to reflection probes | Bastiaan Olij | |
2023-01-26 | Merge pull request #71581 from clayjohn/dependency-changed | Rémi Verschelde | |
Flag dirty dependencies when GeometryInstance dependencies change in renderer | |||
2023-01-26 | Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth | Rémi Verschelde | |
Make screen texture and depth texture work in Multiview | |||
2023-01-25 | RenderForwardMobile - add dependency tracker info on geometry create | Henrique Coura | |
2023-01-25 | Make screen texture and depth texture work in Multiview | Bastiaan Olij | |
2023-01-21 | Use range iterators in LocalVector loops | kobewi | |
2023-01-20 | Sort decals and lights based on camera origin | clayjohn | |
Also implement sort_offset for decals Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2023-01-18 | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | |
in favour of texture hints | |||
2023-01-17 | Flag dirty dependencies when GeometryInstance dependencies change in renderer | clayjohn | |
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material) | |||
2023-01-13 | Improving communication of scaling settings to renderer implementation | Bastiaan Olij | |
2023-01-12 | Merge pull request #71261 from clayjohn/RD-alpha-aa | Rémi Verschelde | |
Take alpha antialising options into account when setting up materials | |||
2023-01-11 | Take alpha antialising options into account when setting up materials | clayjohn | |
This restores the functionality of the alpha antialising options | |||
2023-01-09 | Fix multiple issues that make the normal roughness texture unusable | clayjohn | |
2023-01-05 | One Copyright Update to rule them all | Rémi Verschelde | |
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". | |||
2023-01-03 | Ignore depth draw optimization when using depth draw alpha prepass | clayjohn | |
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer | |||
2022-12-26 | Fix errors related to reflection probe now using a render buffers object | Bastiaan Olij | |
2022-12-23 | Merge pull request #70253 from BastiaanOlij/cleanup_sky_render | Rémi Verschelde | |
Cleanup and improve sky render | |||
2022-12-23 | Merge pull request #70476 from BastiaanOlij/move_sdfgi_init | Rémi Verschelde | |
Move SDFGI update logic into clustered renderer | |||
2022-12-24 | Move SDFGI update logic into clustered renderer | Bastiaan Olij | |
2022-12-23 | Merge pull request #69998 from BastiaanOlij/sorting-pivot-4 | Rémi Verschelde | |
Added options for sorting transparent objects (port of PR #63040) | |||
2022-12-23 | Cleanup and improve sky render | Bastiaan Olij | |
2022-12-23 | Added options for sorting transparent objects (port of PR 63040) | Bastiaan Olij | |
2022-12-22 | Avoid updating particles during 2D rendering | clayjohn | |
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet. | |||
2022-12-19 | Merge pull request #70300 from RandomShaper/depth_format | Rémi Verschelde | |
Ensure depth buffer format picked actually supports full intended usage | |||
2022-12-19 | Ensure depth buffer format picked actually supports full intended usage | Pedro J. Estébanez | |
2022-12-17 | Merge pull request #70132 from clayjohn/RT-update | Rémi Verschelde | |
Implement render_target_was_used API so that Viewports can properly check if they have been used. | |||
2022-12-16 | Implement render_target_was_used API so that Viewports can properly check if ↵ | clayjohn | |
they have been used. For the RD renderer, this does not work for Viewports used in scene shaders yet | |||
2022-12-15 | Flip culling when rendering a camera with negative scale | Lyuma | |
2022-12-15 | Merge pull request #70016 from Chaosus/refactor_rd_shader_data | Yuri Rubinsky | |
fixed https://github.com/godotengine/godot/issues/69949 | |||
2022-12-15 | Refactor `ShaderData` & fix the sorting of shader uniforms | Yuri Rubinsky | |
2022-12-14 | Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF | clayjohn | |
2022-12-03 | Implement CAMERA_VISIBLE_LAYERS as built-in shader variable | NumbuhFour | |
2022-11-22 | Expose `BarrierMask` as flags enum in `RenderingDevice` | Yuri Rubinsky | |
2022-11-17 | Finish implementing Canvas Background mode | clayjohn | |
2022-11-15 | Merge pull request #68628 from clayjohn/shadows | Rémi Verschelde | |
Implement is_animated and casts_shadows | |||
2022-11-14 | Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipeline | Rémi Verschelde | |
Use opaque rendering pipeline for alpha hash materials | |||
2022-11-13 | Implement is_animated and casts_shadows | clayjohn | |
This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places | |||
2022-11-12 | Properly set TIME shader uniform when rendering shadows | clayjohn | |
2022-11-08 | Request redraw in OpenGL3 and mobile renderers when TIME used in shader | clayjohn | |
2022-10-31 | Merge pull request #67907 from clayjohn/RD-model-matrix | Rémi Verschelde | |
Correctly rename to read_model_matrix when using shader builtins that rely on model matrix | |||
2022-10-26 | Fix EXE_BAD_ACCESS caused by optional argument | Gordon MacPherson | |
This argument is now non optional, but this never hits the same bad access. I voted to simplify the code here since the argument is never used optionally in our codebase. |