Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-31 | Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups | Rémi Verschelde | |
Ensure vulkan subgroups are disabled for MoltenVK | |||
2022-10-27 | Fix ss_effects_flags uniform in clustered forward renderer | clayjohn | |
This comes from an uncaught merge conflict resulting from the split of scene_data into scene_data and implementation_data | |||
2022-10-27 | Merge pull request #66107 from devloglogan/ambient-light-disabled-fix | Clay John | |
Fix ambient_light_disabled render mode flag | |||
2022-10-26 | Ensure vulkan subgroups are disabled for MoltenVK | Gordon MacPherson | |
We found they don't work on intel macbooks properly at all. Possible future solutions: - update to moltenvk. - update to spirv may resolve it. | |||
2022-10-18 | Code simplifications | Markus Sauermann | |
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 | |||
2022-10-13 | Merge pull request #67335 from clayjohn/GLES3-2d-lights | Rémi Verschelde | |
Add 2D lights to OpenGL3 canvas renderer | |||
2022-10-12 | Add 2D lights to OpenGL3 canvas renderer | clayjohn | |
This is an initial implementation using the same single-pass approach as the RenderingDevice. | |||
2022-10-13 | Fix volumetric fog not rendering at densities lower than or equal to 0.001 | Hugo Locurcio | |
This allows volumetric fog to render with the lowest density that can be specified in the inspector (0.0001). | |||
2022-10-04 | Fixing artifacts in SSR | Bastiaan Olij | |
2022-10-02 | Update Instance flags in shaders to match instance flags in engine | clayjohn | |
2022-09-30 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 2.3-dev from current git. And fix typo in `methods.py` for `vsproj=yes` option (still won't work though). | |||
2022-09-30 | Merge pull request #66178 from clayjohn/double-precision-rendering | Rémi Verschelde | |
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE | |||
2022-09-30 | Merge pull request #66626 from danboo/fix-typo-run-debug-collisons | Rémi Verschelde | |
Fix typos - "collison" -> "collision" | |||
2022-09-29 | Fix typo - "collison" -> "collision" | danboo | |
2022-09-28 | Clean up canvas light shader API. | clayjohn | |
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL. Add LIGHT_DIRECTION | |||
2022-09-27 | Merge pull request #66466 from clayjohn/FXAA-fix | Rémi Verschelde | |
Take FXAA samples from half-pixel coordinates to improve quality | |||
2022-09-27 | Merge pull request #66370 from bitbrain/fix-light2d-blend-modes | Rémi Verschelde | |
Fix broken 2D light blending, addresses #49922 | |||
2022-09-27 | Merge pull request #66317 from clayjohn/debanding-bug | Rémi Verschelde | |
Move deband to end of tonemapping. | |||
2022-09-26 | Take FXAA samples from half-pixel coordinates to improve quality | clayjohn | |
2022-09-26 | Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate | Rémi Verschelde | |
Fix Unshaded CanvasItem for Vulkan | |||
2022-09-26 | Make dependencies with shader includes in subfolders | Bastiaan Olij | |
2022-09-25 | do not apply modulate on canvas when unshaded is set | Miguel Gonzalez Sanchez | |
2022-09-24 | fix broken 2D light blending, addresses #49922 | Miguel Gonzalez Sanchez | |
2022-09-23 | Move deband to end of tonemapping. | clayjohn | |
This avoids artifacts when using adjustments and color correction | |||
2022-09-20 | Emulate double precision for regular rendering operation. | clayjohn | |
We calculate the lost precision on the CPU and pass it into the GPU so that it can calculate an error-corrected version of the vertex position | |||
2022-09-19 | enabled ambient_light_disabled render mode flag | Logan Lang | |
2022-09-15 | Extract shared scene data into a separate class | Bastiaan Olij | |
2022-09-15 | Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur | Rémi Verschelde | |
2022-09-14 | Merge pull request #65418 from JFonS/taa_multimesh | Clay John | |
Add motion vectors support for MultiMeshInstance | |||
2022-09-13 | Move debanding into internal sky shader code so that it is applied after ↵ | clayjohn | |
everything else. This ensures that the debanding does not scale with exposure or any other effect. | |||
2022-09-12 | Merge pull request #65544 from clayjohn/lambert-wrap | Rémi Verschelde | |
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI | |||
2022-09-12 | Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ↵ | clayjohn | |
by PI | |||
2022-09-12 | Add motion vectors support for MultiMeshInstance | jfons | |
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer. | |||
2022-09-09 | Properly scale SSR reflection based on metallic value for dielectric materials | clayjohn | |
2022-09-05 | Fix DoF artifacting at high blur amounts | ceLoFaN | |
2022-09-01 | Merge pull request #60185 from Calinou/environment-fog-and-sky-affect | Rémi Verschelde | |
2022-09-01 | Add Environment properties to control fog rendering on background sky | Hugo Locurcio | |
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. | |||
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
2022-08-31 | Implement Physical Light Units as an optional setting. | clayjohn | |
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. | |||
2022-08-31 | Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent | Rémi Verschelde | |
Fix vector type for signed tangent in mobile shader | |||
2022-08-31 | Fix vector type for signed tangent in mobile shader | Bastiaan Olij | |
2022-08-30 | Add a per-light volumetric fog energy property | Hugo Locurcio | |
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering. | |||
2022-08-23 | Add font LCD sub-pixel anti-aliasing support. | bruvzg | |
2022-08-22 | Merge pull request #60309 from The-O-King/oct | Rémi Verschelde | |
2022-08-20 | Add Blendshape Support | Omar El Sheikh | |
Update the blendshape shader to decode/encode octahedral normals | |||
2022-08-13 | Octahedral Normal/Tangent Compression | Omar El Sheikh | |
Implementation of Octahedral normal compression into Godot 4.0 | |||
2022-08-12 | Properly scale depth in bokeh_dof effect so that setting distance to blur ↵ | clayjohn | |
effect is accurate again | |||
2022-08-08 | Merge pull request #62547 from clayjohn/ref_vec_pbr | Rémi Verschelde | |
2022-08-07 | Add a shadow opacity property to Light3D | Hugo Locurcio | |
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | |||
2022-08-03 | Fade screen-space reflection towards inner margin | Hugo Locurcio | |
- Fade reflection towards inner margin and clip it at screen edges instead of external margin. - Round edges of the fade margin if both are being cut off to prevent sharp corners. Co-authored-by: puchik <puchik@users.noreply.github.com> |