Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-29 | Use `constexpr` in the conditions with template parameters and `sizeof`s to ↵ | bruvzg | |
suppress C4127 warnings. | |||
2022-09-28 | Fix MSVC warning C4702: unreachable code | Rémi Verschelde | |
Part of #66537. | |||
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 | |||
2022-09-23 | Merge pull request #66284 from clayjohn/particles-mem-bug | Rémi Verschelde | |
Properly initialize motion vectors offset when motion vectors are disabled | |||
2022-09-22 | Properly initialize motion vectors offset when motion vectors are disabled. | clayjohn | |
This fixes an uninitialized memory bug that caused particles to fail in non-LTO builds | |||
2022-09-22 | Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1 | Rémi Verschelde | |
Not sure why I didn't get those before, it may be due to upstream changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply rebuilding Godot from scratch with different options. | |||
2022-09-20 | Merge pull request #65541 from clayjohn/renderer-setting | Rémi Verschelde | |
Split rendering driver project setting into renderer_name and rendering_driver | |||
2022-09-19 | Merge pull request #66065 from kidinashell/issue-59488 | Rémi Verschelde | |
SpotLight3D's and OmniLight3D's Projector doesn't work | |||
2022-09-19 | Split rendering driver project setting into renderer_name and ↵ | clayjohn | |
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). | |||
2022-09-19 | Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work | Tobias Widner | |
2022-09-19 | Merge pull request #65915 from clayjohn/VULKAN-mobile-fog | Rémi Verschelde | |
Restore fog in vulkan mobile renderer. | |||
2022-09-16 | Restore fog in vulkan mobile renderer. | clayjohn | |
The condition accidentally disabled fog whenever it was enabled | |||
2022-09-16 | Merge pull request #65833 from JFonS/taa_fix_particles_errors | Rémi Verschelde | |
Fix error spam in the renderer when using GPUParticles3D | |||
2022-09-16 | Fix error spam in the renderer when using GPUParticles3D | JFonS | |
The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them. This flag will also be used in the future to properly support TAA in particles. | |||
2022-09-16 | Merge pull request #65794 from Geometror/fix-canvas-backbuffer | Rémi Verschelde | |
Fix/restore BackBufferCopy | |||
2022-09-15 | Extract shared scene data into a separate class | Bastiaan Olij | |
2022-09-15 | Fix/restore BackBufferCopy | Hendrik Brucker | |
2022-09-15 | Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur | Rémi Verschelde | |
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 | |
2022-09-05 | Fix DoF artifacting at high blur amounts | ceLoFaN | |
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. |