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2022-06-23Merge pull request #61221 from BastiaanOlij/split_gi_effectsRémi Verschelde
2022-06-22Merge pull request #35758 from zmanuel/eliminate-draw-pendingRémi Verschelde
Remove redundant thread sync counter draw_pending
2022-06-22Merge pull request #62286 from JFonS/taa_global_timeRémi Verschelde
2022-06-22Merge pull request #62305 from JFonS/taa_molten_mobile_workaroundRémi Verschelde
2022-06-22Move TIME to a global shader variablejfons
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22Workaround MoltenVK shader conversion errorJFonS
2022-06-22Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij
2022-06-21Merge pull request #62122 from reduz/implement-movie-writerRémi Verschelde
Implement a Movie Maker mode
2022-06-21Implement Running Godot as Movie Writerreduz
* 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).
2022-06-20Clean up Hash Functionsreduz
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)
2022-06-18Merge pull request #62106 from BastiaanOlij/eye_offsetRémi Verschelde
Introduce eye_offset for correcting stereoscopic reflections
2022-06-17Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij
Use view instead of vertex for reflections.
2022-06-15Fix glow in Mix mode not working correctly when FXAA is enabledHugo Locurcio
Glow must be performed after FXAA to ensure correct appearance.
2022-06-14Remove GLES2 shader constraints from GLES3clayjohn
2022-06-13Tweak Light3D property hints for greater flexibilityHugo 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.
2022-06-10Prevent defining float constant without number after exponent in shadersYuri Rubinsky
2022-06-09Fix incorrect sky rotation based on camera axisYuri Rubinsky
2022-06-09Fix `TIME` compilation for custom functions in spatial shaderYuri Rubinsky
2022-06-09Workaround MoltenVK error found in TAA implementationjfons
2022-06-08Assign VIEWPORT_SIZE after validating screen_size to avoid crash when using ↵clayjohn
ReflectionProbe
2022-06-08Merge pull request #61794 from clayjohn/VULKAN-viewport-sizeRémi Verschelde
Use RenderBuffer size instead of half extents for VIEWPORT_SIZE
2022-06-07Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan ↵clayjohn
spatial shaders
2022-06-07Initial TAA implementationjfons
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.
2022-06-03Merge pull request #61554 from Chaosus/shader_fix_hintsRémi Verschelde
2022-06-01Ensure has_os_features is safely called as it can't be called from within ↵Bastiaan Olij
the construct of RenderingServerDefault on which it relies
2022-05-31Merge pull request #61572 from clayjohn/ssao-licenseRémi Verschelde
2022-05-31Add and improve license attribution for SSAO and SSIL shader codeclayjohn
2022-05-31Refactor shader hintsYuri Rubinsky
2022-05-28Fix error with !rb spam when using background color mode with reflection probesclayjohn
2022-05-26Remove mesh and particles RD dependencies from canvas rendering serverclayjohn
2022-05-26Merge pull request #61425 from clayjohn/GLES3-2DRémi Verschelde
2022-05-25Implement 2D Meshes and MultiMeshes in GLES3 backendclayjohn
2022-05-25Add Cone and Cylinder shapes to FogVolumeHugo Locurcio
This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight.
2022-05-24Fix particle system from going inactive earlyGanidhuAbey
Prevents particles from freezing and dissapearing by resetting it's inactive time when particles are emitted.
2022-05-24Merge pull request #60641 from clayjohn/Sky-ignRémi Verschelde
Use IGN instead of white noise for sky dithering
2022-05-24Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24Use IGN instead of white noise for sky ditheringclayjohn
2022-05-24Merge pull request #60803 from Chaosus/shader_hint_renameRémi Verschelde
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-23Merge pull request #61226 from Chaosus/shader_fix_keyword_completionRémi Verschelde
2022-05-23Fix typo in occlusion culling warning method nameHugo Locurcio
2022-05-21Add timestamps to some rendering effectstrollodel
2022-05-21Merge pull request #61214 from somnathsarkar/particle-attractor-fixRémi Verschelde
Fix GPUParticles3D disappearance at attractor origins
2022-05-20Fix GPUParticles3D disappearance at attractor originsSomnath Sarkar
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-20Fix incorrect keyword completion after period in shader editorYuri Rubinsky
2022-05-20Fix normal and tangent blending in blend shapesWindy Darian
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-19Add dedicated macros for property name extractionHaoyu 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
2022-05-18Fix tonemapper shader to correctly apply alpha channelYuri Rubinsky
2022-05-16Fix custom irradiance bug in Vulkan mobile rendererclayjohn