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AgeCommit message (Collapse)Author
2021-09-25Construct values only when necessary.Anilforextra
2021-09-23Construct values only when necessary.Anilforextra
2021-09-22Prevents editor crash when compare with negative float in shaderYuri Roubinsky
2021-09-21Merge pull request #52878 from AnilBK/add-get-centerRémi Verschelde
2021-09-21Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra
2021-09-20Merge pull request #52545 from JFonS/occ_fixesRémi Verschelde
Occlusion culling fixes
2021-09-18Fix shader crash when passing array to built-in function without indexYuri Roubinsky
2021-09-17Merge pull request #52409 from GiantBlargg/position-depth-pre-passRémi Verschelde
2021-09-13Merge pull request #50375 from Paulb23/code_edit_unit_testsRémi Verschelde
2021-09-13Merge pull request #49063 from Calinou/remove-16x-msaaRémi Verschelde
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fixRémi Verschelde
Compute horizon SO threshold before transformation
2021-09-12Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-materialJFonS
Vulkan: Fix CanvasItem::use_parent_material
2021-09-108 uvs for glTF2, URI decode and Vertex Custom api.Lyuma
Add glTF2 uri decode for paths. Add vertex custom apis. Add scene importer api. Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh Co-authored-by: darth negative hunter <thenegativehunter2@users.noreply.github.com>
2021-09-10Occlusion culling fixesjfons
2021-09-09Merge pull request #52476 from Lauson1ex/masterJuan Linietsky
Replace current ACES tonemapper with a high quality one
2021-09-09Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energyJuan Linietsky
Use the Light3D Indirect Energy property in SDFGI
2021-09-09Expose Vulkan internal values for access from extensionsBastiaan Olij
2021-09-07Replace ACES tonemapper with a high quality oneEndri Lauson
2021-09-07Merge pull request #52205 from BastiaanOlij/blit_source_rectBastiaan Olij
Add source rectangle to blit
2021-09-05Fix depth pass for shaders that set POSITIONDaniel Doran
2021-09-01Fix dummy rendering server memory leaksPaulb23
2021-08-31Merge pull request #51873 from Chaosus/fix_uniform_error_spamClay John
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-30Use the Light3D Indirect Energy property in SDFGIHugo Locurcio
The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI).
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftoversJuan Linietsky
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-27Merge pull request #52003 from BastiaanOlij/xr_interface_extensionBastiaan Olij
Adding GDExtension support to XRInterface
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-26Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij
Scale color output in the mobile renderer to provide HDR support
2021-08-25Merge pull request #51821 from Calinou/builtin-shaders-add-commentsJFonS
Add comments at the top of each built-in shader to ease debugging
2021-08-25Remove leftovers of anisotropy in the VoxelGI shader codeHugo Locurcio
Anisotropy support was removed when VoxelGI was reworked as it was too demanding on the GPU.
2021-08-25Remove 16× MSAA support due to driver bugs and low performanceHugo Locurcio
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is.
2021-08-23Merge pull request #51971 from aaronfranke/httpsMax Hilbrunner
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23Merge pull request #51947 from AnilBK/redundant-assignmentsMichael Alexsander
[cppcheck] Remove some redundant assignments.
2021-08-23Scale color output in the mobile renderer to provide HDR supportBastiaan Olij
2021-08-23Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemapBastiaan Olij
Fix multiview defines in tonemap shader
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-22Fixed non-uniform scaling of normalsDuarte David
2021-08-22Fix multiview defines in tonemap shaderBastiaan Olij
2021-08-21Remove redundant assignments.Anilforextra
Use used_in_transfer instead of used_in_compute twice.
2021-08-20Compute horizon so threshold before transformationclayjohn
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19Fix incorrect checking of uniform set to prevent error spam (2)Yuri Roubinsky
2021-08-18Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3Rémi Verschelde
More fixes to mobile renderer
2021-08-18Merge pull request #51792 from Chaosus/removed_restartRémi Verschelde
2021-08-18More fixes to mobile rendererreduz
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
2021-08-18Add comments at the top of each built-in shader to ease debuggingHugo Locurcio
When a shader error is printed about a built-in shader, the origin of the shader will now be recognizable immediately by looking at the top of the printed shader code.
2021-08-17Fixes to mobile rendererreduz
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.