Age | Commit message (Collapse) | Author |
|
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
|
|
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
|
|
|
|
Rename TYPE_REAL to TYPE_FLOAT
|
|
To be consistent with the naming everywhere else.
|
|
-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
|
|
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
|
|
|
|
Environment brightness, contrast, saturation restore with 3d LUT.
|
|
Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
|
|
Restored antialiased lines by emulation using triangle strips
|
|
Add sky_only setting to DirectionalLight3Ds
|
|
|
|
|
|
|
|
|
|
|
|
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
|
|
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
|
|
Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
|
|
|
|
-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
|
|
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
|
|
[4.0]Remove extra exposure multiply in FXAA
|
|
|
|
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
|
|
Shader globals bugfixes
|
|
|
|
|
|
- shader globals editor displays properties correctly
- fixed some errors how globals were transferred
|
|
It was a leftover from an earlier version of the debanding PR
which used a simpler (but less effective) algorithm.
|
|
tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
|
|
Fix debanding slightly brightening the whole viewport
|
|
Color values can become negative in the case of negative lights which
leads to undesired behaviour.
|
|
Thanks to Mikkel Gjoel on Twitter for the tip :)
|
|
|
|
Fix setting the default texture to shader
|
|
Add a debanding property to Viewport
|
|
|
|
Replace SAO implementation with MSSAO
|
|
Add FOG, RADIANCE, and IRRADIANCE shader overrides
|
|
Optimize Glow with local memory
|
|
|
|
|
|
|
|
|
|
Continue tracing screen space reflection after encountering sky
|
|
Add aerial perspective to fixed fog
|