Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-15 | Merge pull request #47878 from clayjohn/rename-get_surface_material | Rémi Verschelde | |
Rename get_surface_material to get_surface_override_material | |||
2021-04-14 | Rename get_surface_material to get_surface_override_material | clayjohn | |
2021-04-14 | Refactor GLSL shader compilation | reduz | |
-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(). | |||
2021-04-09 | Remove low_end option from renderer, being replaced by separate implementation | Bastiaan Olij | |
2021-04-05 | Move clustered renderer functionality | Bastiaan Olij | |
2021-04-05 | Style: Apply clang-tidy's `readability-braces-around-statements` | Rémi Verschelde | |
2021-04-05 | Style: Apply clang-tidy's `modernize-use-nullptr` | Rémi Verschelde | |
2021-04-05 | Style: Apply clang-tidy's `modernize-use-default-member-init` | Rémi Verschelde | |
2021-03-31 | As GLSLang seems to be all or nothing, added our own defines | Bastiaan Olij | |
2021-03-26 | Obtain supported Vulkan API | Bastiaan Olij | |
2021-03-18 | Changed SCsub for shaders to find shaders automatically and create ↵ | Bastiaan Olij | |
dependencies with include files | |||
2021-03-17 | Added validation when assigning heightfield_resolution (Fix #46281) | Ignacio Abal | |
2021-03-13 | fix issue vulkan crash on open shader materials | sboronczyk | |
2021-03-11 | Removed time duplicate from ForwardClustered. Just use the variable from its ↵ | Bastiaan Olij | |
superclass | |||
2021-03-11 | Combine init_gi and init_sdfgi into a single init | Bastiaan Olij | |
2021-03-11 | Renamed one more Forward render struct and fixed typo | Bastiaan Olij | |
2021-03-11 | Moving RendererStorageRD *storage to protected, no sense duplicating it in ↵ | Bastiaan Olij | |
forward_clustered | |||
2021-03-10 | Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵ | Bastiaan Olij | |
so we can introduce RendererSceneRenderForwardMobile | |||
2021-03-08 | Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup | Rémi Verschelde | |
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | |||
2021-03-05 | Fix negative VRAM values | Ev1lbl0w | |
2021-03-04 | Fix canvas renderer line width | Alex Hirsch | |
fix #46644 | |||
2021-03-04 | Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | Bastiaan Olij | |
2021-03-02 | Merge pull request #46594 from asheraryam/fix-clip-content-master | Rémi Verschelde | |
Fix rounding error in Clip Content [4.0] | |||
2021-03-02 | Fix rounding error in Clip Content | asheraryam | |
Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493 | |||
2021-03-01 | Merge pull request #46046 from BastiaanOlij/cleanup_gi | Rémi Verschelde | |
Moving GI and Sky code from RendererSceneRenderRD into separate classes | |||
2021-03-01 | Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret | Rémi Verschelde | |
Added missing returns on error scenarios | |||
2021-03-01 | Fix parsing hexadecimal (lowercase `e`,`f`) in shaders | Yuri Roubinsky | |
2021-02-28 | Added missing returns on error scenarios | Ev1lbl0w | |
2021-02-25 | Moving GI code into RendererServerGIRD | Bastiaan Olij | |
Moving Skyshader code into RendererServerSkyRD | |||
2021-02-21 | Prevents shader crash if two struct with the same name are declared | Yuri Roubinsky | |
2021-02-21 | Prevents shader crash if passing invalid struct to the return statement | Yuri Roubinsky | |
2021-02-19 | doc: Sync classref with current source | Rémi Verschelde | |
And fix various bogus bindings following previous PRs. | |||
2021-02-18 | Merge pull request #45326 from clayjohn/VULKAN-ign-shadows | Clay John | |
Use Interleaved gradient noise for shadow samples | |||
2021-02-18 | Merge pull request #45617 from RandomShaper/modernize_atomics | Rémi Verschelde | |
Modernize atomics (and fix `volatile`) | |||
2021-02-18 | Modernize atomics | Pedro J. Estébanez | |
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx> | |||
2021-02-18 | Reorganize Project Settings | reduz | |
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up. | |||
2021-02-17 | Fix math error in blend shape application tolerance | Kayomn | |
2021-02-12 | Merge pull request #45859 from Kayomn/master | Rémi Verschelde | |
Accomodate blend shape ranges of -1 to +1 for Vulkan | |||
2021-02-11 | Allow passing varying from fragment to light shader function | Yuri Roubinsky | |
2021-02-10 | Make Servers truly Thread Safe | reduz | |
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually). | |||
2021-02-09 | Accomodate blend shape ranges of -1 to +1 | Kayomn | |
2021-02-07 | Improve SDFGI indirect light feedback loop | reduz | |
-Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider. | |||
2021-02-07 | Invert spotlight angle attenuation | jfons | |
Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code. | |||
2021-02-07 | Merge pull request #45786 from reduz/fix-sdfgi-radeon | Rémi Verschelde | |
Fixed an SDFGI reflections bug in Radeon | |||
2021-02-07 | Fixed a SDFGI reflections bug in Radeon | reduz | |
-Code was using too many conditionals. -Rewrote it to use less and it now works fine. | |||
2021-02-07 | Fix volumetric fog for SpotLights | jfons | |
The code for spot lights was referencing the omni light list. Most likely a copy-paste mistake :) | |||
2021-02-06 | Fix SDFGI bug after previous optimization. | reduz | |
Was causing arctifacts, should be good now. | |||
2021-02-06 | Simplify Volumetric Fog | reduz | |
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency. | |||
2021-02-05 | Fix mismatched define in scene_forward.glsl for POSITION override | Lyuma | |
2021-02-05 | Added temporal reprojection to Volumetric Fog | reduz | |
-It's an option, just enable it -Just works, don't have to do anything else. |