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2022-07-25Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fixRémi Verschelde
2022-07-25Fix errors when using built-ins in shaderincYuri Rubinsky
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-23Implement Vector4, Vector4i, Projectionreduz
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.
2022-07-23Fix some errors after shader preprocessor PRYuri Rubinsky
2022-07-23Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde
2022-07-22Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde
2022-07-22Clean up Shader Preprocessorreduz
* 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.
2022-07-22Adding shader preprocessor supportYuri Roubinsky
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-19Move screen space effects into a separate classBastiaan Olij
2022-07-18Merge pull request #62834 from RandomShaper/fix_vk_sky_errorRémi Verschelde
Bind correct default resource type in GI
2022-07-18Merge pull request #63057 from sakrel/vulkan-fix-2d-shadowsRémi Verschelde
2022-07-18Merge pull request #62265 from d-robbins/specular_shininess_usedRémi Verschelde
2022-07-18Merge pull request #62848 from RandomShaper/shader_writability_improvementRémi Verschelde
2022-07-18Make SDFGI direct light shader follow the same-writability rulePedro J. Estébanez
2022-07-18added usage_defines for SPECULAR_SHININESSDavid R
added usage defines for opengl3 renderer
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-07-15Fix DirectionalLight2D and PointLight2D shadows not rendering correctlysakrel
2022-07-14Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_freeRémi Verschelde
2022-07-13Rename soft shadow quality project settings for easier searchingHugo 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.
2022-07-12Fix typo, call mesh_instance_free not mesh_freeBastiaan Olij
2022-07-09Fix dead link in TAA resolve shader commentHugo Locurcio
Spartan Engine has recently removed its own internal TAA in favor of FSR 2.0. The link has been changed to point to a fixed commit, so the link will keep working as long as the repository exists.
2022-07-08Bind correct default resource type in GIPedro J. Estébanez
2022-07-08Account for relative z-indexes when y-sortingXentripetal
2022-07-08Merge pull request #62277 from RandomShaper/depth_buffer_no_samplingRémi Verschelde
Rationalize certain cases of texture usage flags
2022-07-06Prevent possible crash when mesh is freedYuri Rubinsky
2022-07-06Remove Octreelawnjelly
Octree is no longer used in 4.x.
2022-07-06Merge pull request #62344 from BastiaanOlij/extract_dependenciesRémi Verschelde
2022-07-06Remove unused anisotropy setter/getter methods in VoxelGIHugo Locurcio
These methods weren't exposed to the scripting API. Anisotropy was used in earlier iterations of VoxelGI, but it was removed as it was too expensive.
2022-07-02SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde
2022-07-01Remove debugging print following GI reorganizationHugo Locurcio
2022-06-28Merge pull request #62482 from JFonS/fix_crash_canvas_modeRémi Verschelde
2022-06-28Merge pull request #60935 from Calinou/geometryinstance3d-gi-mode-default-staticRémi Verschelde
Use the Static global illumination mode in GeometryInstance3D by default
2022-06-28Fix crash in Environment "Canvas" background mode.JFonS
2022-06-28Merge pull request #62467 from RandomShaper/descriptor_rw_mattersRémi Verschelde
Consider uniform writability part of the interface of the set
2022-06-27Fixed FSR. Before, it was commiting theJe06jm
raw render to the screen. Now, it commits the fsr upscaled image
2022-06-27Consider uniform writability part of the interface of the setPedro J. Estébanez
2022-06-28Split dependency logicBastiaan Olij
Split FOG Split visibility notifier Final cleanup of storage classes
2022-06-27Rationalize certain cases of texture usage flagsPedro J. Estébanez
- Check for exhaustive usage flags for depth buffer - Remove uneeded storage flag from normal-roughness buffer
2022-06-26Fix typo in roughness shadersBastiaan Olij
2022-06-24Moved cube_to_dp and cubemap logic into CopyEffectsBastiaan Olij
2022-06-23Use the Static global illumination mode in GeometryInstance3D by defaultHugo Locurcio
This makes VoxelGI and SDFGI work out of the box with primitive meshes, loaded OBJ meshes and CSG nodes.
2022-06-23Merge pull request #61221 from BastiaanOlij/split_gi_effectsRémi Verschelde
2022-06-22Merge pull request #35758 from zmanuel/eliminate-draw-pendingRémi Verschelde
Remove redundant thread sync counter draw_pending
2022-06-22Merge pull request #62286 from JFonS/taa_global_timeRémi Verschelde
2022-06-22Merge pull request #62305 from JFonS/taa_molten_mobile_workaroundRémi Verschelde
2022-06-22Move TIME to a global shader variablejfons
This makes it work consistently for motion vectors in all functions, including user-defined ones.