Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-07-29 | Merge pull request #63527 from BastiaanOlij/rework_environment | Rémi Verschelde | |
Restructure environment in render implementation | |||
2022-07-29 | Restructure environment in render implementation | Bastiaan Olij | |
2022-07-28 | Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename | Rémi Verschelde | |
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-07-28 | Allow changing mipmap LOD bias when FSR 1.0 scaling is not used | Hugo Locurcio | |
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well. | |||
2022-07-28 | Merge pull request #63571 from RandomShaper/conservative_validate_vrs | Rémi Verschelde | |
2022-07-28 | Improve handling of the format of the VRS image | Pedro J. Estébanez | |
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.) - Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect. | |||
2022-07-28 | Merge pull request #57698 from ↵ | Rémi Verschelde | |
bluenote10/feature/rename_translated_to_translated_local | |||
2022-07-28 | Add startup flag to override XR mode settings | Bastiaan Olij | |
2022-07-27 | Merge pull request #63406 from Zylann/init_viewport_fields | Rémi Verschelde | |
2022-07-27 | Merge pull request #62362 from clayjohn/VULKAN-halo | Rémi Verschelde | |
2022-07-27 | Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaults | Rémi Verschelde | |
2022-07-27 | Merge pull request #63477 from Chaosus/shader_fix_fog | Rémi Verschelde | |
2022-07-26 | Use full size mipmaps for reflections when in high-quality mode | clayjohn | |
2022-07-27 | Merge pull request #63522 from Chaosus/shader_fix_projection | Yuri Rubinsky | |
2022-07-27 | Fix incorrect conversion of default value for mat4 uniform in shaders | Yuri Rubinsky | |
2022-07-27 | Fix `FOG` built-in in spatial/fragment shader | Yuri Rubinsky | |
2022-07-27 | Change RendererSceneRender::GeometryInstance so more code is shared among ↵ | Bastiaan Olij | |
renderers | |||
2022-07-27 | Tweak Decal distance fade defaults and add property hints | Hugo Locurcio | |
The new default values are more usable in real world scenarios when smooth fading of distant decals is desired for performance reasons. The Decal distance fade property hints were adjusted based on the GeometryInstance3D visibility range fade property hints. `or_greater` was also added to allow specifying larger values if needed. | |||
2022-07-26 | Merge pull request #62972 from Chaosus/shader_groups | Rémi Verschelde | |
Implement shader uniform groups/subgroups | |||
2022-07-26 | Merge pull request #63236 from halgriffiths/fix-texture-rect-transpose | Rémi Verschelde | |
send FLAGS_TRANSPOSE_RECT to Vulkan | |||
2022-07-26 | Implement shader uniform groups/subgroups | Yuri Rubinsky | |
2022-07-26 | Move Sky(RD) into environment | Bastiaan Olij | |
Move Fog logic from render scene render to fog | |||
2022-07-25 | Remove ThreadWorkPool, replace by WorkerThreadPool | Juan Linietsky | |
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged. | |||
2022-07-25 | Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix | Rémi Verschelde | |
2022-07-25 | Fix errors when using built-ins in shaderinc | Yuri Rubinsky | |
2022-07-25 | Code quality: Fix header guards consistency | Rémi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-25 | Merge pull request #63219 from reduz/implement-vector4-projection | Rémi Verschelde | |
2022-07-24 | Initialize default values for viewports in rendering server. | Marc Gilleron | |
Example with TAA: by default it is `false` in project settings and in the Viewport node. When the scene tree is created, Viewport.set_use_taa() is called with the value from ProjectSettings. But because the default values are already the same, RenderingServer isn't called. The Viewport struct in the RenderingServer does not initialize this field, so TAA gets randomly enabled when the game starts with default settings. | |||
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. | |||
2022-07-23 | Fix some errors after shader preprocessor PR | Yuri Rubinsky | |
2022-07-23 | Merge pull request #62513 from reduz/shader_preprocessor_remake | Rémi Verschelde | |
2022-07-22 | Merge pull request #62478 from BastiaanOlij/split_effects_20220628 | Rémi Verschelde | |
2022-07-22 | Clean up Shader Preprocessor | reduz | |
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include. | |||
2022-07-22 | Adding shader preprocessor support | Yuri Roubinsky | |
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com> | |||
2022-07-22 | send FLAGS_TRANSPOSE_RECT to Vulkan | halgriffiths | |
2022-07-21 | Fix various typos not caught by codespell | luz paz | |
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600 | |||
2022-07-21 | Rename OSX to macOS and iPhoneOS to iOS. | bruvzg | |
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
2022-07-18 | Merge pull request #62834 from RandomShaper/fix_vk_sky_error | Rémi Verschelde | |
Bind correct default resource type in GI | |||
2022-07-18 | Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows | Rémi Verschelde | |
2022-07-18 | Merge pull request #62265 from d-robbins/specular_shininess_used | Rémi Verschelde | |
2022-07-18 | Merge pull request #62848 from RandomShaper/shader_writability_improvement | Rémi Verschelde | |
2022-07-18 | Make SDFGI direct light shader follow the same-writability rule | Pedro J. Estébanez | |
2022-07-18 | added usage_defines for SPECULAR_SHININESS | David R | |
added usage defines for opengl3 renderer | |||
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-07-16 | rename translate(d) to translate(d)_local in Transform 2D/3D | Fabian Keller | |
2022-07-15 | Fix DirectionalLight2D and PointLight2D shadows not rendering correctly | sakrel | |
2022-07-14 | Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_free | Rémi Verschelde | |
2022-07-13 | Rename soft shadow quality project settings for easier searching | Hugo Locurcio | |
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x. |