Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-01-14 | Merge pull request #71346 from Chaosus/material_fix_freezing | Rémi Verschelde | |
Clear material arrays to prevent freeing of invalid texture RID | |||
2023-01-13 | Avoid crashing when custom GLSL shaders are imported when using the ↵ | clayjohn | |
gl_compatibility renderer | |||
2023-01-13 | Clear material arrays to prevent freeing of invalid texture RID | Yuri Rubinsky | |
2023-01-12 | Only setup depth framebuffer properties when not rendering ReflectionProbes | clayjohn | |
2023-01-12 | Add framework for avoidance of color flash in new windows | Pedro J. Estébanez | |
2023-01-12 | Merge pull request #71261 from clayjohn/RD-alpha-aa | Rémi Verschelde | |
Take alpha antialising options into account when setting up materials | |||
2023-01-11 | Take alpha antialising options into account when setting up materials | clayjohn | |
This restores the functionality of the alpha antialising options | |||
2023-01-12 | Merge pull request #71130 from clayjohn/RD-normal-roughness | Rémi Verschelde | |
Fix multiple issues that make the normal roughness texture unusable | |||
2023-01-12 | Merge pull request #71124 from clayjohn/forward-prepass | Rémi Verschelde | |
Only disable depth writing in opaque pipelines | |||
2023-01-11 | Merge pull request #70475 from BastiaanOlij/cleanup_luminance | Rémi Verschelde | |
Move luminance effect into its own class and use new buffers system | |||
2023-01-09 | Fix multiple issues that make the normal roughness texture unusable | clayjohn | |
2023-01-09 | Only disable depth writing in opaque pipelines | clayjohn | |
This restores the behaviour of the visibility fade | |||
2023-01-09 | Make inclusion of Godot version in shader hash universal | Pedro J. Estébanez | |
2023-01-07 | Move luminance effect into its own class and use new buffers system | Bastiaan Olij | |
2023-01-05 | One Copyright Update to rule them all | Rémi Verschelde | |
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". | |||
2023-01-05 | Merge pull request #70929 from clayjohn/RD-mobile | Rémi Verschelde | |
Use proper indices for lights, decals, and reflection probes in mobile scene shader | |||
2023-01-05 | Merge pull request #70924 from clayjohn/canvas-bg-bugs | Rémi Verschelde | |
Always try to clear render target before drawing 3D with Canvas BG mode | |||
2023-01-04 | Use proper indices for lights, decals, and reflection probes in mobile scene ↵ | clayjohn | |
shader | |||
2023-01-03 | Always try to clear render target before drawing 3D with Canvas BG mode | clayjohn | |
This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer | |||
2023-01-03 | Merge pull request #70884 from clayjohn/Depth-prepass | Rémi Verschelde | |
Ignore depth draw optimization when using depth draw alpha prepass | |||
2023-01-03 | Merge pull request #70638 from markusneg/cull-masked-shadows-gd4 | Rémi Verschelde | |
Visual instance layers are regarded during shadow culling | |||
2023-01-03 | Ignore depth draw optimization when using depth draw alpha prepass | clayjohn | |
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer | |||
2022-12-29 | Add safety-checks before some servers `free()` | Adam Scott | |
2022-12-27 | visual instance layers are regarded during shadow culling | Markus Grafen | |
Partially cherry-picked from 16517ecb. Todos: - setting Camera cull_mask should mark affected shadows dirty somehow | |||
2022-12-26 | Fix errors related to reflection probe now using a render buffers object | Bastiaan Olij | |
2022-12-23 | Merge pull request #70253 from BastiaanOlij/cleanup_sky_render | Rémi Verschelde | |
Cleanup and improve sky render | |||
2022-12-23 | Merge pull request #70476 from BastiaanOlij/move_sdfgi_init | Rémi Verschelde | |
Move SDFGI update logic into clustered renderer | |||
2022-12-23 | Merge pull request #70214 from Ansraer/speed-maybe | Rémi Verschelde | |
[4.x] Use depth prepass to increase opaque render performance | |||
2022-12-23 | use depth prepass to increase performance | Ansraer | |
2022-12-24 | Move SDFGI update logic into clustered renderer | Bastiaan Olij | |
2022-12-23 | Merge pull request #69998 from BastiaanOlij/sorting-pivot-4 | Rémi Verschelde | |
Added options for sorting transparent objects (port of PR #63040) | |||
2022-12-23 | Cleanup and improve sky render | Bastiaan Olij | |
2022-12-23 | Added options for sorting transparent objects (port of PR 63040) | Bastiaan Olij | |
2022-12-23 | Merge pull request #70457 from clayjohn/RD-particles-update | Rémi Verschelde | |
Avoid updating particles during 2D rendering | |||
2022-12-23 | Merge pull request #70455 from clayjohn/RD-particle-trail | Rémi Verschelde | |
Check for disabled particle trail particle before initializing particle trail | |||
2022-12-23 | Fix shader crash when using boolean type for vertex->fragment varyings | Yuri Rubinsky | |
2022-12-22 | Avoid updating particles during 2D rendering | clayjohn | |
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet. | |||
2022-12-22 | Check for disabled particle trail particle before initializing particle trail | clayjohn | |
2022-12-21 | Merge pull request #70422 from clayjohn/RD-trails | Rémi Verschelde | |
Disable particle trails particles when parent parent is not active. | |||
2022-12-21 | Disable particle trails particles when parent parent is not active. | clayjohn | |
2022-12-21 | Merge pull request #70418 from clayjohn/RD-particles | Rémi Verschelde | |
Ensure that particles are processed at least once before being used | |||
2022-12-21 | Ensure that particles are processed at least once before being used | clayjohn | |
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 | |