Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-12-21 | Merge pull request #70366 from ↵ | Rémi Verschelde | |
quentinguidee/refactoring/fix-double-get-singleton Fix double get_singleton() | |||
2022-12-20 | Fix double get_singleton() | Quentin Guidée | |
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com> | |||
2022-12-20 | Add missing != operator to `StringName` | Yuri Rubinsky | |
2022-12-20 | Merge pull request #65376 from reduz/astc-support | Rémi Verschelde | |
Implement basic ASTC support | |||
2022-12-20 | Implement basic ASTC support | Juan Linietsky | |
Implements basic ASTC support: * Only 4x4 and 8x8 block sizes. * Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future. The need for ASTC is mostly for the following use cases: * Implement a high quality compression option for textures on mobile and M1 Apple hardware. * For this, the 4x4 is sufficient, since it uses the same size as BPTC. ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high. Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing. Note: This does not yet support encoding on import, an ASTC encoder will need to be added. | |||
2022-12-19 | Merge pull request #70300 from RandomShaper/depth_format | Rémi Verschelde | |
Ensure depth buffer format picked actually supports full intended usage | |||
2022-12-19 | Merge pull request #70219 from bruvzg/msdf_outline_scaling | Rémi Verschelde | |
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior. | |||
2022-12-19 | Ensure depth buffer format picked actually supports full intended usage | Pedro J. Estébanez | |
2022-12-17 | Fix use of comma instead of semicolon | Quentin Guidée | |
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com> | |||
2022-12-17 | Scale MSDF font outline with the font size and MSDF source size to match ↵ | bruvzg | |
dynamic font behavior. | |||
2022-12-17 | Merge pull request #70091 from clayjohn/bone-aabbs | Rémi Verschelde | |
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain | |||
2022-12-17 | Merge pull request #70132 from clayjohn/RT-update | Rémi Verschelde | |
Implement render_target_was_used API so that Viewports can properly check if they have been used. | |||
2022-12-17 | Merge pull request #70163 from clayjohn/particles-sdf | Rémi Verschelde | |
Transform sdf xfrom by particle emission transform when particles are in global space | |||
2022-12-17 | Merge pull request #70172 from clayjohn/RD-boot-filter | Rémi Verschelde | |
Enable using filtering on boot image in RD renderer | |||
2022-12-17 | Merge pull request #70133 from lyuma/negative_scale_backface | Rémi Verschelde | |
Flip culling when rendering a camera with negative scale | |||
2022-12-17 | Merge pull request #70122 from clayjohn/VRS-r8uint | Rémi Verschelde | |
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported | |||
2022-12-17 | Merge pull request #70087 from clayjohn/mesh-aabb | Rémi Verschelde | |
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes | |||
2022-12-16 | Enable using filtering on boot image in RD renderer | clayjohn | |
2022-12-16 | Transform sdf xfrom by particle emission transform when particles are in ↵ | clayjohn | |
global space | |||
2022-12-16 | Don't attempt to create or use an R8_UINT texture as storage if VRS is not ↵ | clayjohn | |
supported | |||
2022-12-16 | Implement render_target_was_used API so that Viewports can properly check if ↵ | clayjohn | |
they have been used. For the RD renderer, this does not work for Viewports used in scene shaders yet | |||
2022-12-15 | Flip culling when rendering a camera with negative scale | Lyuma | |
2022-12-15 | Merge pull request #70016 from Chaosus/refactor_rd_shader_data | Yuri Rubinsky | |
fixed https://github.com/godotengine/godot/issues/69949 | |||
2022-12-15 | Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flags | Yuri Rubinsky | |
2022-12-15 | Merge pull request #69709 from RandomShaper/refactor_spirv_reflection | Rémi Verschelde | |
Refactor SPIR-V reflection into a generic RenderingDevice feature | |||
2022-12-15 | Merge pull request #70068 from clayjohn/mobile-lights | Rémi Verschelde | |
Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF | |||
2022-12-15 | Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff | Rémi Verschelde | |
Add maximum roughness cutoff to SSR to improve performance | |||
2022-12-15 | Refactor `ShaderData` & fix the sorting of shader uniforms | Yuri Rubinsky | |
2022-12-14 | Remove mesh bone_aabbs as they are not used anywhere and calculating them is ↵ | clayjohn | |
a pain | |||
2022-12-14 | Cache mesh AABB when modified by skeleton and update instance AABB when | clayjohn | |
skeleton changes | |||
2022-12-14 | Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF | clayjohn | |
2022-12-13 | Merge pull request #70009 from clayjohn/glow-hq | Rémi Verschelde | |
Remove high quality glow as it is not any higher quality than regular glow | |||
2022-12-13 | Merge pull request #70003 from clayjohn/GLES3-cc | Rémi Verschelde | |
Various fixes and documentation for CanvasGroup | |||
2022-12-13 | Various fixes and documentation for CanvasGroup | clayjohn | |
Properly apply custom materials with CanvasGroups in the GLES3 backend Properly blur backbuffer when using a partial rect in forward_plus and gl_compatibility renderers Properly set fit_margin when clear_margin is set Fix shader error during backbuffer clear in mobile renderer | |||
2022-12-13 | Remove high quality glow as it is not any higher quality than regular glow | clayjohn | |
2022-12-13 | Merge pull request #69985 from clayjohn/mobile-rim | Rémi Verschelde | |
Ensure that rim lighting uses an exponent base greater than zero | |||
2022-12-13 | Merge pull request #69828 from clayjohn/SSR-roughness | Rémi Verschelde | |
Fade out SSR with roughness so that it doesn't show at high roughness amounts | |||
2022-12-12 | Ensure that rim lighting uses a exponent base greater than zero | clayjohn | |
This avoids the undefined behavior that happens if the base is zero and the exponent is zero | |||
2022-12-12 | Fix screen texture slightly darker | Fabio Iotti | |
2022-12-12 | Refactor SPIR-V reflection into a generic RenderingDevice feature | Pedro J. Estébanez | |
2022-12-11 | Changed `RD::PipelineDynamicStateFlags` type to enum flags | Yuri Rubinsky | |
2022-12-10 | Add maximum roughness cutoff to SSR to improve performance | Hugo Locurcio | |
In a test scene with mixed rough and non-rough materials, this saves upwards of 0.15 ms of GPU time with very little visual artifacting (GTX 1080, 2560×1440). | |||
2022-12-09 | Fade out SSR with roughness so that it doesn't show at high roughness amounts | clayjohn | |
2022-12-08 | Merge pull request #69735 from clayjohn/Particles2D-sdf | Rémi Verschelde | |
Detect and report if 2D particles use the screen SDF | |||
2022-12-07 | Detect and report if 2D particles use the screen SDF | clayjohn | |
This ensures that the SDF is updated even if not used in a canvas_item shader | |||
2022-12-07 | Check if VRS is supported on creating VRS object | Lily Garcia | |
2022-12-06 | Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix | Rémi Verschelde | |
Fix mobile renderer sky_transform operations | |||
2022-12-06 | Modified the mobile renderer to apply the sky_transform operations in the ↵ | Malcolm Nixon | |
same order as the forward_plus renderer. Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer. | |||
2022-12-06 | Merge pull request #65035 from nathanfranke/fix-aabb-mesh | Rémi Verschelde | |
Fix AABB errors on meshes with bones on multiple surfaces | |||
2022-12-05 | draw fish bones for Path2D and Path3D | Yaohua Xiong | |
These fish bones are add to indicate the direction and local transforms alone the path. |