Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-23 | Merge pull request #61221 from BastiaanOlij/split_gi_effects | Rémi Verschelde | |
2022-06-22 | Merge pull request #35758 from zmanuel/eliminate-draw-pending | Rémi Verschelde | |
Remove redundant thread sync counter draw_pending | |||
2022-06-22 | Merge pull request #62286 from JFonS/taa_global_time | Rémi Verschelde | |
2022-06-22 | Merge pull request #62305 from JFonS/taa_molten_mobile_workaround | Rémi Verschelde | |
2022-06-22 | Move TIME to a global shader variable | jfons | |
This makes it work consistently for motion vectors in all functions, including user-defined ones. | |||
2022-06-22 | Workaround MoltenVK shader conversion error | JFonS | |
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
2022-06-21 | Merge pull request #62122 from reduz/implement-movie-writer | Rémi Verschelde | |
Implement a Movie Maker mode | |||
2022-06-21 | Implement Running Godot as Movie Writer | reduz | |
* Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings). | |||
2022-06-20 | Clean up Hash Functions | reduz | |
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934 * Clean up usage of murmur3 * Fixed usages of binary murmur3 on floats (this is invalid) * Changed DJB2 to use xor (which seems to be better) | |||
2022-06-18 | Merge pull request #62106 from BastiaanOlij/eye_offset | Rémi Verschelde | |
Introduce eye_offset for correcting stereoscopic reflections | |||
2022-06-17 | Introduce eye_offset for correcting stereoscopic reflections | Bastiaan Olij | |
Use view instead of vertex for reflections. | |||
2022-06-15 | Fix glow in Mix mode not working correctly when FXAA is enabled | Hugo Locurcio | |
Glow must be performed after FXAA to ensure correct appearance. | |||
2022-06-14 | Remove GLES2 shader constraints from GLES3 | clayjohn | |
2022-06-13 | Tweak Light3D property hints for greater flexibility | Hugo Locurcio | |
- Specular can now be set above 1.0. - Blur can be set to 0 to disable shadow blurring entirely, which is useful on lights that have a non-zero size. - When shadow blurring is disabled, lights that have a non-zero size will not use PCSS-like soft shadows, speeding up shadow rendering considerably. - Some property hints now allow more precise values. | |||
2022-06-10 | Prevent defining float constant without number after exponent in shaders | Yuri Rubinsky | |
2022-06-09 | Fix incorrect sky rotation based on camera axis | Yuri Rubinsky | |
2022-06-09 | Fix `TIME` compilation for custom functions in spatial shader | Yuri Rubinsky | |
2022-06-09 | Workaround MoltenVK error found in TAA implementation | jfons | |
2022-06-08 | Assign VIEWPORT_SIZE after validating screen_size to avoid crash when using ↵ | clayjohn | |
ReflectionProbe | |||
2022-06-08 | Merge pull request #61794 from clayjohn/VULKAN-viewport-size | Rémi Verschelde | |
Use RenderBuffer size instead of half extents for VIEWPORT_SIZE | |||
2022-06-07 | Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan ↵ | clayjohn | |
spatial shaders | |||
2022-06-07 | Initial TAA implementation | jfons | |
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations. | |||
2022-06-03 | Merge pull request #61554 from Chaosus/shader_fix_hints | Rémi Verschelde | |
2022-06-01 | Ensure has_os_features is safely called as it can't be called from within ↵ | Bastiaan Olij | |
the construct of RenderingServerDefault on which it relies | |||
2022-05-31 | Merge pull request #61572 from clayjohn/ssao-license | Rémi Verschelde | |
2022-05-31 | Add and improve license attribution for SSAO and SSIL shader code | clayjohn | |
2022-05-31 | Refactor shader hints | Yuri Rubinsky | |
2022-05-28 | Fix error with !rb spam when using background color mode with reflection probes | clayjohn | |
2022-05-26 | Remove mesh and particles RD dependencies from canvas rendering server | clayjohn | |
2022-05-26 | Merge pull request #61425 from clayjohn/GLES3-2D | Rémi Verschelde | |
2022-05-25 | Implement 2D Meshes and MultiMeshes in GLES3 backend | clayjohn | |
2022-05-25 | Add Cone and Cylinder shapes to FogVolume | Hugo Locurcio | |
This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight. | |||
2022-05-24 | Fix particle system from going inactive early | GanidhuAbey | |
Prevents particles from freezing and dissapearing by resetting it's inactive time when particles are emitted. | |||
2022-05-24 | Merge pull request #60641 from clayjohn/Sky-ign | Rémi Verschelde | |
Use IGN instead of white noise for sky dithering | |||
2022-05-24 | Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer | clayjohn | |
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code | |||
2022-05-24 | Use IGN instead of white noise for sky dithering | clayjohn | |
2022-05-24 | Merge pull request #60803 from Chaosus/shader_hint_rename | Rémi Verschelde | |
Rename `hint_albedo`, `hint_white/black` in shaders | |||
2022-05-23 | Merge pull request #61226 from Chaosus/shader_fix_keyword_completion | Rémi Verschelde | |
2022-05-23 | Fix typo in occlusion culling warning method name | Hugo Locurcio | |
2022-05-21 | Add timestamps to some rendering effects | trollodel | |
2022-05-21 | Merge pull request #61214 from somnathsarkar/particle-attractor-fix | Rémi Verschelde | |
Fix GPUParticles3D disappearance at attractor origins | |||
2022-05-20 | Fix GPUParticles3D disappearance at attractor origins | Somnath Sarkar | |
2022-05-20 | Add a new HashSet template | reduz | |
* Intended to replace RBSet in most cases. * Optimized for iteration speed | |||
2022-05-20 | Fix incorrect keyword completion after period in shader editor | Yuri Rubinsky | |
2022-05-20 | Fix normal and tangent blending in blend shapes | Windy Darian | |
2022-05-19 | Use range iterators for RBSet in most cases | Aaron Record | |
2022-05-19 | Add dedicated macros for property name extraction | Haoyu Qiu | |
* Replace case-by-case extraction with PNAME & GNAME * Fix group handling when group hint begins with property name * Exclude properties that are PROPERTY_USAGE_NO_EDITOR * Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros | |||
2022-05-18 | Fix tonemapper shader to correctly apply alpha channel | Yuri Rubinsky | |
2022-05-16 | Fix custom irradiance bug in Vulkan mobile renderer | clayjohn | |