Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-07-25 | Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix | Rémi Verschelde | |
2022-07-25 | Fix errors when using built-ins in shaderinc | Yuri Rubinsky | |
2022-07-25 | Code quality: Fix header guards consistency | Rémi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-25 | Merge pull request #63219 from reduz/implement-vector4-projection | Rémi Verschelde | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
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. | |||
2022-07-23 | Fix some errors after shader preprocessor PR | Yuri Rubinsky | |
2022-07-23 | Merge pull request #62513 from reduz/shader_preprocessor_remake | Rémi Verschelde | |
2022-07-22 | Merge pull request #62478 from BastiaanOlij/split_effects_20220628 | Rémi Verschelde | |
2022-07-22 | Clean up Shader Preprocessor | reduz | |
* 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. | |||
2022-07-22 | Adding shader preprocessor support | Yuri Roubinsky | |
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com> | |||
2022-07-21 | Fix various typos not caught by codespell | luz paz | |
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600 | |||
2022-07-21 | Rename OSX to macOS and iPhoneOS to iOS. | bruvzg | |
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
2022-07-18 | Merge pull request #62834 from RandomShaper/fix_vk_sky_error | Rémi Verschelde | |
Bind correct default resource type in GI | |||
2022-07-18 | Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows | Rémi Verschelde | |
2022-07-18 | Merge pull request #62265 from d-robbins/specular_shininess_used | Rémi Verschelde | |
2022-07-18 | Merge pull request #62848 from RandomShaper/shader_writability_improvement | Rémi Verschelde | |
2022-07-18 | Make SDFGI direct light shader follow the same-writability rule | Pedro J. Estébanez | |
2022-07-18 | added usage_defines for SPECULAR_SHININESS | David R | |
added usage defines for opengl3 renderer | |||
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-07-15 | Fix DirectionalLight2D and PointLight2D shadows not rendering correctly | sakrel | |
2022-07-14 | Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_free | Rémi Verschelde | |
2022-07-13 | Rename soft shadow quality project settings for easier searching | Hugo 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. | |||
2022-07-12 | Fix typo, call mesh_instance_free not mesh_free | Bastiaan Olij | |
2022-07-09 | Fix dead link in TAA resolve shader comment | Hugo 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. | |||
2022-07-08 | Bind correct default resource type in GI | Pedro J. Estébanez | |
2022-07-08 | Account for relative z-indexes when y-sorting | Xentripetal | |
2022-07-08 | Merge pull request #62277 from RandomShaper/depth_buffer_no_sampling | Rémi Verschelde | |
Rationalize certain cases of texture usage flags | |||
2022-07-06 | Prevent possible crash when mesh is freed | Yuri Rubinsky | |
2022-07-06 | Remove Octree | lawnjelly | |
Octree is no longer used in 4.x. | |||
2022-07-06 | Merge pull request #62344 from BastiaanOlij/extract_dependencies | Rémi Verschelde | |
2022-07-06 | Remove unused anisotropy setter/getter methods in VoxelGI | Hugo 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. | |||
2022-07-02 | SCons: Properly track codegen script dependency for generated GLSL headers | Rémi Verschelde | |
2022-07-01 | Remove debugging print following GI reorganization | Hugo Locurcio | |
2022-06-28 | Merge pull request #62482 from JFonS/fix_crash_canvas_mode | Rémi Verschelde | |
2022-06-28 | Merge pull request #60935 from Calinou/geometryinstance3d-gi-mode-default-static | Rémi Verschelde | |
Use the Static global illumination mode in GeometryInstance3D by default | |||
2022-06-28 | Fix crash in Environment "Canvas" background mode. | JFonS | |
2022-06-28 | Merge pull request #62467 from RandomShaper/descriptor_rw_matters | Rémi Verschelde | |
Consider uniform writability part of the interface of the set | |||
2022-06-27 | Fixed FSR. Before, it was commiting the | Je06jm | |
raw render to the screen. Now, it commits the fsr upscaled image | |||
2022-06-27 | Consider uniform writability part of the interface of the set | Pedro J. Estébanez | |
2022-06-28 | Split dependency logic | Bastiaan Olij | |
Split FOG Split visibility notifier Final cleanup of storage classes | |||
2022-06-27 | Rationalize certain cases of texture usage flags | Pedro J. Estébanez | |
- Check for exhaustive usage flags for depth buffer - Remove uneeded storage flag from normal-roughness buffer | |||
2022-06-26 | Fix typo in roughness shaders | Bastiaan Olij | |
2022-06-24 | Moved cube_to_dp and cubemap logic into CopyEffects | Bastiaan Olij | |
2022-06-23 | Use the Static global illumination mode in GeometryInstance3D by default | Hugo Locurcio | |
This makes VoxelGI and SDFGI work out of the box with primitive meshes, loaded OBJ meshes and CSG nodes. | |||
2022-06-23 | Merge pull request #61221 from BastiaanOlij/split_gi_effects | Rémi Verschelde | |
2022-06-22 | Merge pull request #35758 from zmanuel/eliminate-draw-pending | Rémi Verschelde | |
Remove redundant thread sync counter draw_pending | |||
2022-06-22 | Merge pull request #62286 from JFonS/taa_global_time | Rémi Verschelde | |
2022-06-22 | Merge pull request #62305 from JFonS/taa_molten_mobile_workaround | Rémi Verschelde | |
2022-06-22 | Move TIME to a global shader variable | jfons | |
This makes it work consistently for motion vectors in all functions, including user-defined ones. |