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2021-07-04Merge pull request #50137 from reduz/fix-boot-splashRémi Verschelde
Fix Boot Splash
2021-07-04Merge pull request #50138 from Calinou/debug-overdraw-lower-opacityRémi Verschelde
Decrease opacity of the overdraw debug draw mode
2021-07-04Merge pull request #50144 from reduz/fix-ssrRémi Verschelde
Fix SSR
2021-07-03Fix SSRreduz
* Was broken at some point long time ago, this restores it.
2021-07-03Fix SDFGIreduz
* Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
2021-07-04Decrease opacity of the overdraw debug draw modeHugo Locurcio
This allows distinguishing higher amounts of overlapping objects.
2021-07-03Fix Boot Splashreduz
* Implements the code to show the boot splash on load using RenderingDevice * Does not work on X11 when maximized, some platform specific hack will be needed there.
2021-07-03Fix render debug modes.reduz
* Ovedraw debug works again * Lighting debug works again
2021-07-03Fix Render Inforeduz
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
2021-07-03Properly override virtual functions in render_scene_render_rd and subclassesBastiaan Olij
2021-07-02Remove leftovers from the DirectionalLight3D Optimized shadow depth rangeHugo Locurcio
The Optimized shadow depth range was removed in late 2020 in favor of the Stable shadow depth range, but it still had a (broken) property that allowed to enable it.
2021-07-01Fix surface from array creationreduz
* The debug check was not updated to the new format. * Bug introduced by #50037
2021-07-01Merge pull request #50040 from reduz/fix-renderingserver-bindingsRémi Verschelde
Clean up RenderingServer and its bindings
2021-07-01Clean up RenderingServer and its bindingsreduz
* Rewrote bindings for RenderingServer. * They are now all up to date. * Several unused methods and deprecated features were cleaned up.
2021-06-30Import mesh colors in 8BPP.reduz
* Colors were imported as 16BPP (half float) * Far most common use cases only require 8BPP * If you need higher data precision, use a custom array, which are supported now. **WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
2021-06-30Deprecate ImmediateGeometryreduz
* Removed entirely from RenderingServer. * Replaced by ImmediateMesh resource. * ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future. * Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4). * RootMotionView works again. * Polygon3D editor works again.
2021-06-29Improve RID_Owner memory usagereduz
* Ability to allocate empty objects in RID_Owner, so RID_PtrOwner is not needed in most cases. * Improves cache usage, as objects are now allocated together * Should improve performance in 2D rendering
2021-06-29Fix non uniform scaling in 3D objectsreduz
* Flag was there, but not implemented. * Fixed issue with base flags not being initialized.
2021-06-26Move render_sky logic from effects into our sky object, and some minor cleanupBastiaan Olij
2021-06-25Merge pull request #49885 from reduz/implement-render-pass-supportRémi Verschelde
Implement Framebuffer Subpass support
2021-06-24Implement Framebuffer Subpass supportreduz
* Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
2021-06-24Merge pull request #49826 from groud/fix_mesh_transformRémi Verschelde
Keep the drawing transform when drawing meshing in CanvasItem
2021-06-23Fixes Mesh2D drawn without modulationGilles Roudière
2021-06-22Keep the drawing transform when drawing meshing in CanvasItemGilles Roudière
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17Implement animation slice drawing in CanvasItemreduz
* Added a function to ignore subsequent commands if they don't fall within the slice. * This will be used by the new TileMap to properly provide animated tiles.
2021-06-16Refactor VisibilityNotifier3Dreduz
* This is the 3D counterpart to #49632 * Implemented a bit different as 3D works using instancing After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-15Merge pull request #49630 from kodiwills/fix-custom-irradiance-typoRémi Verschelde
Fix typo in `CUSTOM_IRRADIANCE` calculations
2021-06-15Fix typo in CUSTOM_IRRADIANCE calculationsKodi
2021-06-14Merge pull request #49584 from timothyqiu/shader-data-null-checkRémi Verschelde
Add missing null check for ShaderData
2021-06-14Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-setsRémi Verschelde
Store SSAO uniform sets per viewport
2021-06-14Merge pull request #49585 from timothyqiu/oh-unsignedRémi Verschelde
Fix invalid read when using MultiMesh
2021-06-14Fix invalid read when using MultiMeshHaoyu Qiu
2021-06-14Add missing null check for ShaderDataHaoyu Qiu
2021-06-14Fixed error spam when XR mode is not enabled and a missed setting renameBastiaan Olij
2021-06-13Store SSAO uniform sets per viewportclayjohn
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-12Make shader compiler again after roughness limiter fixreduz
Fix shader compilation error after merging #49549
2021-06-12Merge pull request #49549 from clayjohn/VULKAN-roughness-limiterJuan Linietsky
Fix roughness limiter derivative
2021-06-12Fix roughness limiter derivativeclayjohn
2021-06-12Fix VoxelGI (works again).reduz
It was broken due to #46046, this makes it work again.
2021-06-12Merge pull request #49520 from pfertyk/issue-46278-empty-texture-crashes-godotRémi Verschelde
Validate texture in RendererStorageRD::free
2021-06-11Validate texture in RendererStorageRD::freePaweł Fertyk
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-09Fix shader compilation with render_mode: `specular_phong`Yuri Roubinsky
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v