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2022-07-31Tweak VoxelGI defaults for better qualityHugo Locurcio
Overall brightness is similar to the previous settings, but lighting now fades off more naturally and reflections feature indirect lighting. Performance is identical. - Enable Use Two Bounces by default. - Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-30Make Decal's `modulate` property affect emission color as wellHugo Locurcio
This can be used to recolor special effects such as fake area fog without having to create separate textures for each color. - Improve the Decal class documentation.
2022-07-29fix 'Comparison result is always the same' warningsLinuxUserGD
2022-07-29Merge pull request #63595 from reduz/remove-signal-connect-bindsRémi Verschelde
Remove Signal connect binds
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-29Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde
Restructure environment in render implementation
2022-07-29Restructure environment in render implementationBastiaan Olij
2022-07-28Merge pull request #59840 from Calinou/renderingserver-global-uniform-renameRémi Verschelde
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
2022-07-28Merge pull request #63571 from RandomShaper/conservative_validate_vrsRémi Verschelde
2022-07-28Improve handling of the format of the VRS imagePedro J. Estébanez
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.) - Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-28Merge pull request #57698 from ↵Rémi Verschelde
bluenote10/feature/rename_translated_to_translated_local
2022-07-28Add startup flag to override XR mode settingsBastiaan Olij
2022-07-27Merge pull request #63406 from Zylann/init_viewport_fieldsRémi Verschelde
2022-07-27Merge pull request #62362 from clayjohn/VULKAN-haloRémi Verschelde
2022-07-27Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaultsRémi Verschelde
2022-07-27Merge pull request #63477 from Chaosus/shader_fix_fogRémi Verschelde
2022-07-26Use full size mipmaps for reflections when in high-quality modeclayjohn
2022-07-27Merge pull request #63522 from Chaosus/shader_fix_projectionYuri Rubinsky
2022-07-27Fix incorrect conversion of default value for mat4 uniform in shadersYuri Rubinsky
2022-07-27Fix `FOG` built-in in spatial/fragment shaderYuri Rubinsky
2022-07-27Change RendererSceneRender::GeometryInstance so more code is shared among ↵Bastiaan Olij
renderers
2022-07-27Tweak Decal distance fade defaults and add property hintsHugo Locurcio
The new default values are more usable in real world scenarios when smooth fading of distant decals is desired for performance reasons. The Decal distance fade property hints were adjusted based on the GeometryInstance3D visibility range fade property hints. `or_greater` was also added to allow specifying larger values if needed.
2022-07-26Merge pull request #62972 from Chaosus/shader_groupsRémi Verschelde
Implement shader uniform groups/subgroups
2022-07-26Merge pull request #63236 from halgriffiths/fix-texture-rect-transposeRémi Verschelde
send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-26Implement shader uniform groups/subgroupsYuri Rubinsky
2022-07-26Move Sky(RD) into environmentBastiaan Olij
Move Fog logic from render scene render to fog
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
2022-07-25Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fixRémi Verschelde
2022-07-25Fix errors when using built-ins in shaderincYuri Rubinsky
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-24Initialize default values for viewports in rendering server.Marc Gilleron
Example with TAA: by default it is `false` in project settings and in the Viewport node. When the scene tree is created, Viewport.set_use_taa() is called with the value from ProjectSettings. But because the default values are already the same, RenderingServer isn't called. The Viewport struct in the RenderingServer does not initialize this field, so TAA gets randomly enabled when the game starts with default settings.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23Fix some errors after shader preprocessor PRYuri Rubinsky
2022-07-23Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde
2022-07-22Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde
2022-07-22Clean up Shader Preprocessorreduz
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include.
2022-07-22Adding shader preprocessor supportYuri Roubinsky
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22send FLAGS_TRANSPOSE_RECT to Vulkanhalgriffiths
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-19Move screen space effects into a separate classBastiaan Olij
2022-07-18Merge pull request #62834 from RandomShaper/fix_vk_sky_errorRémi Verschelde
Bind correct default resource type in GI
2022-07-18Merge pull request #63057 from sakrel/vulkan-fix-2d-shadowsRémi Verschelde
2022-07-18Merge pull request #62265 from d-robbins/specular_shininess_usedRémi Verschelde
2022-07-18Merge pull request #62848 from RandomShaper/shader_writability_improvementRémi Verschelde
2022-07-18Make SDFGI direct light shader follow the same-writability rulePedro J. Estébanez
2022-07-18added usage_defines for SPECULAR_SHININESSDavid R
added usage defines for opengl3 renderer