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2022-10-27Fix ss_effects_flags uniform in clustered forward rendererclayjohn
This comes from an uncaught merge conflict resulting from the split of scene_data into scene_data and implementation_data
2022-10-27Merge pull request #66107 from devloglogan/ambient-light-disabled-fixClay John
Fix ambient_light_disabled render mode flag
2022-10-27Merge pull request #64710 from MinusKube/window-size-crashClay John
Prevent windows from having a size greater than device limit
2022-10-27Merge pull request #67043 from clayjohn/clip_childrenClay John
Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27Merge pull request #66383 from aaronfranke/basis-from-eulerClay John
Clean up Basis from Euler code
2022-10-26Fix EXE_BAD_ACCESS caused by optional argumentGordon MacPherson
This argument is now non optional, but this never hits the same bad access. I voted to simplify the code here since the argument is never used optionally in our codebase.
2022-10-21Clean up Basis from Euler codeAaron Franke
2022-10-18Code simplificationsMarkus Sauermann
1. Viewport::get_visible_rect().position is always zero. So Control::get_window_rect is identical to Control::get_global_rect. Remove Control::get_window_rect since it is not used in the source code. 2. sqrt(a * a) = abs(a) for doubles 3. Simplify affine_inverse combination 4. Simplify calculation in shaders
2022-10-14Implement multiple clip_children modes for CanvasItemsclayjohn
2022-10-14Make some Image methods statickobewi
2022-10-13Improve behaviour of clip_children by clippingclayjohn
to parent alpha value, but still retaining parent color
2022-10-13Merge pull request #67335 from clayjohn/GLES3-2d-lightsRémi Verschelde
Add 2D lights to OpenGL3 canvas renderer
2022-10-13Merge pull request #67320 from Calinou/fix-volumetric-fog-low-densityRémi Verschelde
Fix volumetric fog not rendering at densities lower than or equal to 0.001
2022-10-13Merge pull request #67307 from TechnoPorg/lod-radial-distanceRémi Verschelde
Use radial distance for making LOD decisions.
2022-10-12Add 2D lights to OpenGL3 canvas rendererclayjohn
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-13Fix volumetric fog not rendering at densities lower than or equal to 0.001Hugo Locurcio
This allows volumetric fog to render with the lowest density that can be specified in the inspector (0.0001).
2022-10-12Use radial distance for making LOD decisions.TechnoPorg
Previously, only forward basis distance from the camera was used. This means that unnecessarily high LOD levels were used for objects located to the side of the camera. The distance from the camera origin is now used, independently of direction.
2022-10-11Merge pull request #67110 from Chaosus/fix_incorrect_vec3_ubo_fillClay John
Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
2022-10-11Merge pull request #67270 from RandomShaper/slim_usage_msaa_attachmentRémi Verschelde
Restrict MSAA attachment usage to the strictly needed set
2022-10-11Restrict MSAA attachment usage to the strictly needed setPedro J. Estébanez
2022-10-11Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-esRémi Verschelde
Rename remaining "*_enable" to "*_enabled"
2022-10-11Merge pull request #67176 from cooperra/negative-scale-culling-fixRémi Verschelde
Vulkan Clustered: Fix culling of negatively-scaled objects
2022-10-11Merge pull request #64268 from timothyqiu/is-finiteRémi Verschelde
Add `is_finite` method for checking built-in types
2022-10-11Merge pull request #67000 from RandomShaper/split_render_furtherRémi Verschelde
Polish rendering driver refactor further
2022-10-10SCons: Re-enable treating `#warning` as error with `werror`Rémi Verschelde
Replace all TODO uses of `#warning` by proper TODO comments, and will open matching bug reports to keep track of them. We don't have a great track record fixing TODOs, but I'd wager we're even worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10Vulkan Clustered: Fix culling of negatively-scaled objectsRobbie Cooper
Negatively scaled objects should be mirrored. This is already implemented, but it breaks when mirrored and non-mirrored instances of the same object are visible together. It turns out that the code that skips-over repeats in `RenderForwardClustered::_render_list_template` also skips the code that accounts for the culling mode of mirrored objects. The solution here is to consider the `mirror` flag when determining repeats. This might result in more draw commands than necessary since a mirrored object can split a group of non-mirrored instances in two. This problem doesn't appear in the mobile renderer because the repeat optimization isn't implemented there yet. The problem still appears in MultiMeshInstance3D in *all* renderers. Fixes #62879 and #58546.
2022-10-09Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`Yuri Rubinsky
2022-10-08Merge pull request #67051 from clayjohn/CanvasGroup-clearRémi Verschelde
Allow clearing backbuffer after finishing CanvasGroup
2022-10-08Add `is_finite` method for checking built-in typesHaoyu Qiu
2022-10-07Allow clearing backbuffer after finishing CanvasGroupclayjohn
This avoids an issue where having multiple CanvasGroups overlap would create a weird artifact
2022-10-07Fix material overlay overriding shadow casting logicclayjohn
Material overlay should only cast a shadow if it can cast a shadow and the instance can cast a shadow
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-07Merge pull request #66861 from clayjohn/GLES3-mono-uboRémi Verschelde
Use a giant UBO to optimize performance in 2D [OpenGL3]
2022-10-06Merge pull request #66756 from BastiaanOlij/fix_ssrRémi Verschelde
Fixing artifacts in SSR
2022-10-06Polish rendering driver refactor furtherPedro J. Estébanez
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06Use a giant UBO to optimize performance in 2Dclayjohn
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
2022-10-05Merge pull request #66922 from BastiaanOlij/fix_direct_shadowRémi Verschelde
Make sure atlas rect for directional lights is calculated using floats
2022-10-05Make sure atlas rect for directional lights is calculated using floatsBastiaan Olij
2022-10-05Merge pull request #66683 from clayjohn/SRGB-canvasitemRémi Verschelde
Default CanvasItem materials to use sRGB space for uniform colors
2022-10-05Merge pull request #66898 from aaronfranke/proj-mat-columnsRémi Verschelde
Rename Projection `matrix` to `columns`
2022-10-05Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-10-04Fixing artifacts in SSRBastiaan Olij
2022-10-04Merge pull request #66780 from dsnopek/webxr-emulator-fixRémi Verschelde
Fix rendering in the WebXR emulator
2022-10-04Moving SSEffects settings into classBastiaan Olij
2022-10-04Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵Bastiaan Olij
light and probe elements into storage and reorganise our render_scene method.
2022-10-03Fix global uniform crash at editor startupYuri Rubinsky
2022-10-02Update Instance flags in shaders to match instance flags in engineclayjohn
2022-10-02Fix rendering in the WebXR emulatorDavid Snopek
2022-09-30Default CanvasItem materials to not convert uniform colors to linear space.clayjohn
The 2D renderer in Godot is totally in sRGB space so it is appropriate to keep 2D uniform colors in sRGB space