Age | Commit message (Collapse) | Author |
|
|
|
-Much better looking, physically based.
-Almost negligible extra cost.
|
|
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
|
|
|
|
So it can hopefully be made more cache efficient afterwards.
|
|
SSAO renames and move push constant binding
|
|
|
|
Use basic uniform set for depth prepass
|
|
|
|
simple typo correction
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
Rename Vector2.tangent() to Vector2.orthogonal()
|
|
|
|
Cleanup leftover functions from adding SSAO
|
|
Fix using post-init shader array constructors
|
|
|
|
-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
|
|
|
|
Added support for constants in shader `case` and array size declaration
|
|
Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
|
|
|
|
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
|
|
|
|
Replace SAO with ASSAO as Godot's new SSAO
|
|
|
|
Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
|
|
Rename Rect2 and Rect2i clip() to intersection()
|
|
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
|
|
|
|
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
|
|
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
|
|
|
|
Uses compute shaders, which only once, on demand, and all in parallel.
|
|
|
|
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
|
|
Removes unused code in OS.
Fixes return types.
Fixes few typos.
|
|
-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
|
|
|
|
Unhide hidden members by renaming them and rebind Mesh enums
|
|
|
|
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
|
|
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
|
|
|