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2022-12-21Merge pull request #70366 from ↵Rémi Verschelde
quentinguidee/refactoring/fix-double-get-singleton Fix double get_singleton()
2022-12-20Fix double get_singleton()Quentin Guidée
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20Add missing != operator to `StringName`Yuri Rubinsky
2022-12-20Merge pull request #65376 from reduz/astc-supportRémi Verschelde
Implement basic ASTC support
2022-12-20Implement basic ASTC supportJuan 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.
2022-12-19Merge pull request #70300 from RandomShaper/depth_formatRémi Verschelde
Ensure depth buffer format picked actually supports full intended usage
2022-12-19Merge pull request #70219 from bruvzg/msdf_outline_scalingRémi Verschelde
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
2022-12-19Ensure depth buffer format picked actually supports full intended usagePedro J. Estébanez
2022-12-17Fix use of comma instead of semicolonQuentin Guidée
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-17Scale MSDF font outline with the font size and MSDF source size to match ↵bruvzg
dynamic font behavior.
2022-12-17Merge pull request #70091 from clayjohn/bone-aabbsRémi Verschelde
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-17Merge pull request #70132 from clayjohn/RT-updateRémi Verschelde
Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17Merge pull request #70163 from clayjohn/particles-sdfRémi Verschelde
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17Merge pull request #70172 from clayjohn/RD-boot-filterRémi Verschelde
Enable using filtering on boot image in RD renderer
2022-12-17Merge pull request #70133 from lyuma/negative_scale_backfaceRémi Verschelde
Flip culling when rendering a camera with negative scale
2022-12-17Merge pull request #70122 from clayjohn/VRS-r8uintRémi Verschelde
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17Merge pull request #70087 from clayjohn/mesh-aabbRémi Verschelde
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-16Enable using filtering on boot image in RD rendererclayjohn
2022-12-16Transform sdf xfrom by particle emission transform when particles are in ↵clayjohn
global space
2022-12-16Don't attempt to create or use an R8_UINT texture as storage if VRS is not ↵clayjohn
supported
2022-12-16Implement 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
2022-12-15Flip culling when rendering a camera with negative scaleLyuma
2022-12-15Merge pull request #70016 from Chaosus/refactor_rd_shader_dataYuri Rubinsky
fixed https://github.com/godotengine/godot/issues/69949
2022-12-15Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flagsYuri Rubinsky
2022-12-15Merge pull request #69709 from RandomShaper/refactor_spirv_reflectionRémi Verschelde
Refactor SPIR-V reflection into a generic RenderingDevice feature
2022-12-15Merge pull request #70068 from clayjohn/mobile-lightsRémi Verschelde
Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF
2022-12-15Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoffRémi Verschelde
Add maximum roughness cutoff to SSR to improve performance
2022-12-15Refactor `ShaderData` & fix the sorting of shader uniformsYuri Rubinsky
2022-12-14Remove mesh bone_aabbs as they are not used anywhere and calculating them is ↵clayjohn
a pain
2022-12-14Cache mesh AABB when modified by skeleton and update instance AABB whenclayjohn
skeleton changes
2022-12-14Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFFclayjohn
2022-12-13Merge pull request #70009 from clayjohn/glow-hqRémi Verschelde
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13Merge pull request #70003 from clayjohn/GLES3-ccRémi Verschelde
Various fixes and documentation for CanvasGroup
2022-12-13Various fixes and documentation for CanvasGroupclayjohn
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
2022-12-13Remove high quality glow as it is not any higher quality than regular glowclayjohn
2022-12-13Merge pull request #69985 from clayjohn/mobile-rimRémi Verschelde
Ensure that rim lighting uses an exponent base greater than zero
2022-12-13Merge pull request #69828 from clayjohn/SSR-roughnessRémi Verschelde
Fade out SSR with roughness so that it doesn't show at high roughness amounts
2022-12-12Ensure that rim lighting uses a exponent base greater than zeroclayjohn
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12Fix screen texture slightly darkerFabio Iotti
2022-12-12Refactor SPIR-V reflection into a generic RenderingDevice featurePedro J. Estébanez
2022-12-11Changed `RD::PipelineDynamicStateFlags` type to enum flagsYuri Rubinsky
2022-12-10Add maximum roughness cutoff to SSR to improve performanceHugo 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).
2022-12-09Fade out SSR with roughness so that it doesn't show at high roughness amountsclayjohn
2022-12-08Merge pull request #69735 from clayjohn/Particles2D-sdfRémi Verschelde
Detect and report if 2D particles use the screen SDF
2022-12-07Detect and report if 2D particles use the screen SDFclayjohn
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07Check if VRS is supported on creating VRS objectLily Garcia
2022-12-06Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrixRémi Verschelde
Fix mobile renderer sky_transform operations
2022-12-06Modified 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.
2022-12-06Merge pull request #65035 from nathanfranke/fix-aabb-meshRémi Verschelde
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-05draw fish bones for Path2D and Path3DYaohua Xiong
These fish bones are add to indicate the direction and local transforms alone the path.