Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-02 | Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray | Rémi Verschelde | |
2022-09-02 | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | |
2022-09-01 | Merge pull request #60185 from Calinou/environment-fog-and-sky-affect | Rémi Verschelde | |
2022-09-01 | Add Environment properties to control fog rendering on background sky | Hugo Locurcio | |
Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog. | |||
2022-09-01 | Change Array arguments to TypedArray | kobewi | |
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
2022-08-31 | Implement Physical Light Units as an optional setting. | clayjohn | |
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes. | |||
2022-08-31 | Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent | Rémi Verschelde | |
Fix vector type for signed tangent in mobile shader | |||
2022-08-31 | Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2 | Rémi Verschelde | |
Add a per-light volumetric fog energy property | |||
2022-08-31 | Fix vector type for signed tangent in mobile shader | Bastiaan Olij | |
2022-08-31 | Remove unnecessary `print_line` in RendererDummy | Haoyu Qiu | |
2022-08-30 | Add a per-light volumetric fog energy property | Hugo Locurcio | |
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering. | |||
2022-08-30 | Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation | Rémi Verschelde | |
2022-08-30 | Merge pull request #63003 from Geometror/msaa-2d | Rémi Verschelde | |
2022-08-30 | Dummy mesh support was added to the dummy renderer but incomplete. This ↵ | Bastiaan Olij | |
completes it | |||
2022-08-29 | Rename String `plus_file` to `path_join` | Aaron Franke | |
2022-08-29 | Fix updating OccluderPolygon shapes | sakrel | |
2022-08-26 | Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias | Rémi Verschelde | |
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled | |||
2022-08-26 | Merge pull request #64367 from Mickeon/rename-var-to-str | Rémi Verschelde | |
Rename `str2var` to `str_to_var` and similar | |||
2022-08-26 | Rename `str2var` to `str_to_var` and similar | Micky | |
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict` | |||
2022-08-26 | Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 | Rémi Verschelde | |
2022-08-26 | Rename ParticlesMaterial to ParticleProcessMaterial | Micky | |
Also affects their file names, related classes and documentation. | |||
2022-08-25 | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled | Hugo Locurcio | |
This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention. | |||
2022-08-25 | Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors | Rémi Verschelde | |
Fix typo in RendererSceneCull which caused mesh_free errors | |||
2022-08-25 | Allow using integer varyings with `flat` interpolation modifier | Yuri Rubinsky | |
2022-08-24 | Merge pull request #64009 from KoBeWi/arrayy_lmao | Rémi Verschelde | |
Replace Array return types with TypedArray (part 2) | |||
2022-08-23 | Replace Array return types with TypedArray 2 | kobewi | |
2022-08-23 | Merge pull request #63091 from MinusKube/editor-window-render-bug | Rémi Verschelde | |
2022-08-23 | Add font LCD sub-pixel anti-aliasing support. | bruvzg | |
2022-08-22 | Fix typo in RendererSceneCull | tefusion | |
Frees skeleton 3d gizmo now correctly | |||
2022-08-22 | Merge pull request #60309 from The-O-King/oct | Rémi Verschelde | |
2022-08-20 | Add Blendshape Support | Omar El Sheikh | |
Update the blendshape shader to decode/encode octahedral normals | |||
2022-08-20 | Merge pull request #64110 from Geometror/fix-light-shadow-off | Hugo Locurcio | |
2022-08-20 | Add `defined` keyword support to shader preprocessor | Yuri Rubinsky | |
2022-08-20 | Merge pull request #62046 from clayjohn/vertexless-draw | Max Hilbrunner | |
Allow creating meshes without vertex positions | |||
2022-08-20 | Fix OmniLight/SpotLight shadow opacity calculation | Hendrik Brucker | |
2022-08-19 | Remove requirement to have vertex positions when creating a mesh. Meshes can ↵ | clayjohn | |
now be constructed from an index buffer alone | |||
2022-08-19 | Merge pull request #63960 from bitsawer/fix-macro-expansion | Yuri Rubinsky | |
2022-08-19 | Merge pull request #64167 from clayjohn/screen-texture-hint | Max Hilbrunner | |
Add shader uniform hints for screen textures | |||
2022-08-19 | Merge pull request #64342 from clayjohn/DOF-scale | Max Hilbrunner | |
Properly scale depth in bokeh_dof effect | |||
2022-08-19 | Merge pull request #64459 from Chaosus/shader_elif | Yuri Rubinsky | |
2022-08-18 | Use a const ref for the bone AABB in rendering code | Aaron Franke | |
2022-08-17 | Merge pull request #64416 from aaronfranke/aabb | Clay John | |
Don't try to merge unused bone AABBs in the rendering server | |||
2022-08-15 | Add `elif` directive to shader preprocessor | Yuri Rubinsky | |
2022-08-14 | Don't try to merge unused bone AABBs in the rendering server | Aaron Franke | |
2022-08-14 | Implement coloring for disabled branches in the shader editor | Yuri Rubinsky | |
2022-08-13 | Octahedral Normal/Tangent Compression | Omar El Sheikh | |
Implementation of Octahedral normal compression into Godot 4.0 | |||
2022-08-13 | Implement MSAA for 2D [Vulkan only] | Hendrik Brucker | |
2022-08-12 | Properly scale depth in bokeh_dof effect so that setting distance to blur ↵ | clayjohn | |
effect is accurate again |