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AgeCommit message (Collapse)Author
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-06Prevent shader crash when returning array when return type is scalarYuri Roubinsky
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
2021-06-05Deleted YSort, moved its functionality directly into Node2D.andriyDev
YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-06-01Move remaining dummy drivers to servers.Fabio Alessandrelli
2021-05-31Merge pull request #49161 from lawnjelly/fix_canvas_rect_bound4Rémi Verschelde
[4.x] Fix canvas rect bound calculation
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-28[4] Fix canvas rect bound calculationlawnjelly
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform. This PR fixes this inconsistency.
2021-05-26Makes few shader built-ins constant to prevent changing themYuri Roubinsky
2021-05-25Merge pull request #48837 from Soupstraw/shader-piRémi Verschelde
Added constants PI, TAU and E to the shader language
2021-05-25Merge pull request #48933 from Chaosus/shader_array_paramsRémi Verschelde
Allow shader arrays to be passed as parameters and return value in functions
2021-05-25Added constants PI, TAU and E to the shader languageJoosep Jääger
2021-05-23Support for 2D particles to collide against SDFreduz
-Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed
2021-05-22Allow shader arrays to be passed as parameters and return valueYuri Roubinsky
2021-05-22Basic warning support implementation for the Godot Shading Language.Yuri Roubinsky
2021-05-20Fix instance uniform typoWinston Hartnett
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-05-19Implements length() shader function for arrays in structsYuri Roubinsky
2021-05-18Fix typo in shader_language.cppYuri Roubinsky
2021-05-12Implementing blit shader with versionsBastiaan Olij
2021-05-12Merge pull request #48472 from BastiaanOlij/render_stateRémi Verschelde
Make better use of our render_state struct
2021-05-11Fixes missng 2D engine bitsreduz
-Mesh2D now works -MultiMesh2D now works -Polygon2D now works -Added hooks for processing 2D particles -Skeleton2D now works 2D particles still not working, but stuff needed for it is now implemented.
2021-05-10Split RenderDataRD struct from RenderState struct to simplify passing our ↵Bastiaan Olij
render data around the renderer.
2021-05-07Merge pull request #33577 from Calinou/highlight-control-flow-keywordsRémi Verschelde
Highlight control flow keywords with a different color
2021-05-06Cleanup vulkan capabilities check and add multiview checkBastiaan Olij
2021-05-05Highlight control flow keywords with a different colorHugo Locurcio
This makes them easier to distinguish from other keywords.
2021-05-05Merge pull request #48435 from BastiaanOlij/no_repeat_mobile_rendererRémi Verschelde
Remove repeat from forward mobile renderer
2021-05-04Remove repeat from forward mobile rendererBastiaan Olij
2021-05-03Assorted fixes to UV unwrapping and GPU lightmapperjfons
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for context in case of git blame/bisect: * Fix UV2 unwrapping on import, also cleaned up the unwrap cache code. * Fix saving of RGBA images in EXR format. * Fixes to the GPU lightmapper: - Added padding between atlas elements, avoids bleeding. - Remove old SDF generation code. - Fix baked attenuation for Omni/Spot lights. - Fix baking of material properties onto UV2 (wireframe was wrongly used before). - Disable statically baked lights for objects that have a lightmap texture to avoid applying the same light twice. - Fix lightmap pairing in RendererSceneCull. - Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`. - Port autoexposure fix for OIDN from 3.x. - Save debug textures as EXR when using floating point format.
2021-05-03Create mobile rendererBastiaan Olij
2021-04-30Implement Particle Trailsreduz
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
2021-04-28Merge pull request #48239 from akien-mga/goodbye-copymemRémi Verschelde
Core: Drop custom `copymem`/`zeromem` defines
2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27Fix shader handle constant expressions in function callYuri Roubinsky
2021-04-25Remove duplicate commentsDennis Brakhane
A few single line comments were duplicated, probably due to bad merges. This commit removes the obviously duplicate ones.
2021-04-23Implement occlusion cullingjfons
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-21Fix reflection probeBastiaan Olij
2021-04-17Split particle shader entry pointsreduz
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-04-09Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij
2021-04-05Move clustered renderer functionalityBastiaan Olij
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde