Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-14 | Merge pull request #65789 from clayjohn/sky-update-bug | Rémi Verschelde | |
Clear last frame directional light buffer when number of lights changes. | |||
2022-09-14 | Merge pull request #65418 from JFonS/taa_multimesh | Clay John | |
Add motion vectors support for MultiMeshInstance | |||
2022-09-14 | Clear last frame directional light buffer when number of lights changes. | clayjohn | |
This ensures that the buffers don't go out of sync. | |||
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. | |||
2022-09-13 | Fix uniform buffer being created every frame is SSAO and SSIL half_size is ↵ | Bastiaan Olij | |
different | |||
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. | |||
2022-09-12 | Merge pull request #65594 from clayjohn/SSR-dialectric | Rémi Verschelde | |
2022-09-12 | Fixed MSAA initialisation in clustered forward renderer | Bastiaan Olij | |
2022-09-09 | Properly scale SSR reflection based on metallic value for dielectric materials | clayjohn | |
2022-09-04 | Replace AABB has_no_volume with has_volume | Aaron Franke | |
Also replace has_no_surface with has_surface | |||
2022-09-02 | Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray | Rémi Verschelde | |
2022-09-02 | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | |
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 | Change Array arguments to TypedArray | kobewi | |
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
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. | |||
2022-08-30 | Merge pull request #63003 from Geometror/msaa-2d | Rémi Verschelde | |
2022-08-29 | Rename String `plus_file` to `path_join` | Aaron Franke | |
2022-08-29 | Fix updating OccluderPolygon shapes | sakrel | |
2022-08-26 | Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias | Rémi Verschelde | |
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled | |||
2022-08-26 | Merge pull request #64367 from Mickeon/rename-var-to-str | Rémi Verschelde | |
Rename `str2var` to `str_to_var` and similar | |||
2022-08-26 | Rename `str2var` to `str_to_var` and similar | Micky | |
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict` | |||
2022-08-26 | Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 | Rémi Verschelde | |
2022-08-26 | Rename ParticlesMaterial to ParticleProcessMaterial | Micky | |
Also affects their file names, related classes and documentation. | |||
2022-08-25 | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled | Hugo Locurcio | |
This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention. | |||
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 | |||
2022-08-20 | Merge pull request #64110 from Geometror/fix-light-shadow-off | Hugo Locurcio | |
2022-08-20 | Merge pull request #62046 from clayjohn/vertexless-draw | Max Hilbrunner | |
Allow creating meshes without vertex positions | |||
2022-08-20 | Fix OmniLight/SpotLight shadow opacity calculation | Hendrik Brucker | |
2022-08-19 | Remove requirement to have vertex positions when creating a mesh. Meshes can ↵ | clayjohn | |
now be constructed from an index buffer alone | |||
2022-08-19 | Merge pull request #64167 from clayjohn/screen-texture-hint | Max Hilbrunner | |
Add shader uniform hints for screen textures | |||
2022-08-19 | Merge pull request #64342 from clayjohn/DOF-scale | Max Hilbrunner | |
Properly scale depth in bokeh_dof effect | |||
2022-08-18 | Use a const ref for the bone AABB in rendering code | Aaron Franke | |
2022-08-14 | Don't try to merge unused bone AABBs in the rendering server | Aaron Franke | |
2022-08-13 | Octahedral Normal/Tangent Compression | Omar El Sheikh | |
Implementation of Octahedral normal compression into Godot 4.0 | |||
2022-08-13 | Implement MSAA for 2D [Vulkan only] | Hendrik Brucker | |
2022-08-12 | Properly scale depth in bokeh_dof effect so that setting distance to blur ↵ | clayjohn | |
effect is accurate again | |||
2022-08-11 | Merge pull request #64225 from ↵ | Hugo Locurcio | |
Calinou/3d-scaling-bilinear-use-negative-mipmap-bias | |||
2022-08-10 | Detect if VRS supported before creating default VRS texture | clayjohn | |
2022-08-10 | Use negative mipmap LOD bias for sub-native bilinear 3D scale | Hugo Locurcio | |
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0. | |||
2022-08-09 | Add shader uniform hints for screen textures so users can specify custom ↵ | clayjohn | |
filter and repeat modes. At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them. |