Age | Commit message (Collapse) | Author |
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Cleanup leftover functions from adding SSAO
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Fix using post-init shader array constructors
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
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Added support for constants in shader `case` and array size declaration
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Cull fixes and optimizations
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Fix blendshapes and calculation of bone_aabbs
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The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
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Add API to get frame setup time on CPU
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Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
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Needed for benchmarks
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
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Replace SAO with ASSAO as Godot's new SSAO
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Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
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Rename Rect2 and Rect2i clip() to intersection()
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Increase the default Camera Zfar to 4000
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Uses compute shaders, which only once, on demand, and all in parallel.
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
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Unhide hidden members by renaming them and rebind Mesh enums
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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Rename TYPE_REAL to TYPE_FLOAT
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To be consistent with the naming everywhere else.
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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Environment brightness, contrast, saturation restore with 3d LUT.
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Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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Restored antialiased lines by emulation using triangle strips
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Add sky_only setting to DirectionalLight3Ds
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