Age | Commit message (Collapse) | Author |
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(cherry picked from commit ab60d3b65ce990a44fe595ec0860c0ae9ce9358d)
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(cherry picked from commit c58e50adccf5476dbc661cb2d0f807e419a9e586)
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This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
(cherry picked from commit fb77021559c42d5512f12baa07dcf94c47b7ab15)
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(cherry picked from commit 09aa1bbdb3c9dc4891a192854636a4e33ccd46bc)
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(cherry picked from commit 2beed0d5dcbfe6a69bc9d5a3a17c4977f10c9a7a)
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(cherry picked from commit 34896d8e89022935cde02b07f2b22e5a2dff5b4f)
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This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
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Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
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(cherry picked from commit 6229c2a1f99135b841ce43f2728b4ac35a9b1938)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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Shlick term
(cherry picked from commit 2c000cb72fc04fd76c5d3b6bc53955f83bf50c71)
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(cherry picked from commit 59c31004f8c6feed601f2bfeedb86959563a4ef0)
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Fixes #58113
(cherry picked from commit 26aecbfe572c7c1164cfb36088aaf443a73f99df)
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are visible
(cherry picked from commit f25508befb4f0358ba8a8aaa35cdee4d9c20637c)
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(cherry picked from commit 06a1fe03644c57256b90b2840db1ef902187145a)
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spatial shader
(cherry picked from commit 528e0d095eba65804e3b4174f8138cdc920382a9)
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(cherry picked from commit 903aa0e385ac79ca747029c0e12823b2671304a8)
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(cherry picked from commit 1adc4e5875782c064759bf810c511ac42b0f2d05)
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(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
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Add warnings for unsupported features in mobile and gl_compatibility backends
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Increase SSAO and SSIL bias to account for variance in mipmap generation
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Use the original canvas to calculate light positioning
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Improvements and fixes based on Weblate comments
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Notify mesh surface when render_priority changes
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This ensures that the mesh properly takes render_priority into account when changed
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Fix various missing rendering parameter checks
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Move some `worker_thread_pool.h` includes out of header files
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Add render buffer support to screen space effects
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* Description of `ui_text_submit` action should be "Submit Text" instead of "Text Submitted".
* Spell out "Animation" instead of using "Anim.".
* Treat "Max" as regular word instead of writing "Max.".
* Use generic "Set %s" for action name instead of a dedicated "Set target_position".
* Add translator comment for:
* "Inclusive" and "Self" in the profiler.
* Places where it needs the context about being an editor progress label.
* "Duplicated Animation Name" since it's refering to the new name of a duplicated animation.
* Disambiguation of "View Plane Transform", "Paste Selects" and "Display Normal".
* Fix wrong undo action name for renaming an input action.
* Fix missing end quote in a shader error message.
* In class reference:
* Fix duplicated "if" in the description of `signf()`.
* Fix mismatched example output in `String.operator %()`.
* Fix typo in the description of `Decal.texture_emission`.
* Unify description of `String.match()` and `StringName.match()`.
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Avoid inserting screen_texture compatibility code when using textureSize
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Add optional size parameter to the RenderDevice buffer_get_data method.
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`Viewport::_set_size` now verifies, that the minimum size is at least 2x2.
Also fix `RendererViewport::viewport_set_size` fail condition.
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renderer
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1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
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Avoid shading CanvasGroup nodes twice
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