Age | Commit message (Collapse) | Author |
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Fix Boot Splash
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Decrease opacity of the overdraw debug draw mode
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Fix SSR
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* Was broken at some point long time ago, this restores it.
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* Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
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This allows distinguishing higher amounts of overlapping objects.
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* 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.
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* Ovedraw debug works again
* Lighting debug works again
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* 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.
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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.
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* The debug check was not updated to the new format.
* Bug introduced by #50037
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Clean up RenderingServer and its bindings
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* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
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* 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)
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* 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.
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* 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
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* Flag was there, but not implemented.
* Fixed issue with base flags not being initialized.
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Implement Framebuffer Subpass support
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* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
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Keep the drawing transform when drawing meshing in CanvasItem
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* 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.
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* 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.
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Fix typo in `CUSTOM_IRRADIANCE` calculations
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Add missing null check for ShaderData
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Store SSAO uniform sets per viewport
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Fix invalid read when using MultiMesh
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Fix shader compilation error after merging #49549
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Fix roughness limiter derivative
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It was broken due to #46046, this makes it work again.
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Validate texture in RendererStorageRD::free
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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* 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.
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* 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
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