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2022-08-26Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0Rémi Verschelde
2022-08-26Rename ParticlesMaterial to ParticleProcessMaterialMicky
Also affects their file names, related classes and documentation.
2022-08-25Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errorsRémi Verschelde
Fix typo in RendererSceneCull which caused mesh_free errors
2022-08-25Allow using integer varyings with `flat` interpolation modifierYuri Rubinsky
2022-08-24Merge pull request #64009 from KoBeWi/arrayy_lmaoRémi Verschelde
Replace Array return types with TypedArray (part 2)
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-23Merge pull request #63091 from MinusKube/editor-window-render-bugRémi Verschelde
2022-08-23Add font LCD sub-pixel anti-aliasing support.bruvzg
2022-08-22Fix typo in RendererSceneCulltefusion
Frees skeleton 3d gizmo now correctly
2022-08-22Merge pull request #60309 from The-O-King/octRémi Verschelde
2022-08-20Add Blendshape SupportOmar El Sheikh
Update the blendshape shader to decode/encode octahedral normals
2022-08-20Merge pull request #64110 from Geometror/fix-light-shadow-offHugo Locurcio
2022-08-20Add `defined` keyword support to shader preprocessorYuri Rubinsky
2022-08-20Merge pull request #62046 from clayjohn/vertexless-drawMax Hilbrunner
Allow creating meshes without vertex positions
2022-08-20Fix OmniLight/SpotLight shadow opacity calculationHendrik Brucker
2022-08-19Remove requirement to have vertex positions when creating a mesh. Meshes can ↵clayjohn
now be constructed from an index buffer alone
2022-08-19Merge pull request #63960 from bitsawer/fix-macro-expansionYuri Rubinsky
2022-08-19Merge pull request #64167 from clayjohn/screen-texture-hintMax Hilbrunner
Add shader uniform hints for screen textures
2022-08-19Merge pull request #64342 from clayjohn/DOF-scaleMax Hilbrunner
Properly scale depth in bokeh_dof effect
2022-08-19Merge pull request #64459 from Chaosus/shader_elifYuri Rubinsky
2022-08-18Use a const ref for the bone AABB in rendering codeAaron Franke
2022-08-17Merge pull request #64416 from aaronfranke/aabbClay John
Don't try to merge unused bone AABBs in the rendering server
2022-08-15Add `elif` directive to shader preprocessorYuri Rubinsky
2022-08-14Don't try to merge unused bone AABBs in the rendering serverAaron Franke
2022-08-14Implement coloring for disabled branches in the shader editorYuri Rubinsky
2022-08-13Octahedral Normal/Tangent CompressionOmar El Sheikh
Implementation of Octahedral normal compression into Godot 4.0
2022-08-12Properly scale depth in bokeh_dof effect so that setting distance to blur ↵clayjohn
effect is accurate again
2022-08-12Merge pull request #64310 from Chaosus/shader_texture_funcsYuri Rubinsky
2022-08-12Add `textureQueryLod/Levels` functions to the shader languageYuri Rubinsky
2022-08-12Add `textureProjGrad` function to the shader languageYuri Rubinsky
2022-08-11Merge pull request #64225 from ↵Hugo Locurcio
Calinou/3d-scaling-bilinear-use-negative-mipmap-bias
2022-08-10Detect if VRS supported before creating default VRS textureclayjohn
2022-08-10Use negative mipmap LOD bias for sub-native bilinear 3D scaleHugo Locurcio
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
2022-08-10Fix viewport sorting being wrong on parent/child relationMinusKube
2022-08-09Add shader uniform hints for screen textures so users can specify custom ↵clayjohn
filter and repeat modes. At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09Fix resource leaks in VoxelGIBastiaan Olij
2022-08-08Fix macOS and iOS defines in the rendering code.bruvzg
2022-08-08Merge pull request #62547 from clayjohn/ref_vec_pbrRémi Verschelde
2022-08-07Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4Rémi Verschelde
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07Allow vec2 and vec4 for reflect and refractHendrik Brucker
2022-08-07Add a shadow opacity property to Light3DHugo Locurcio
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0.
2022-08-05Fix shader preprocessor macro expansionbitsawer
2022-08-05Add a Framebuffer cacheJuan Linietsky
Adds a FramebufferCache singletion that operates the same way as UniformSetCache. Allows creating framebuffers on the fly (and keep them cached if re-requested) such as: ```C++ RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2); ```
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
2022-08-04Force disable S3TC support on Android/iOS since we don't handle itRémi Verschelde
Fixes #63909 for now. This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-03Merge pull request #61851 from Calinou/particles-default-global-coordinatesRémi Verschelde
2022-08-03Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-anisoRémi Verschelde
2022-08-03Merge pull request #58611 from Calinou/ssr-fix-blend-marginRémi Verschelde
Fade screen-space reflection towards inner margin
2022-08-03Merge pull request #63847 from Zylann/shader_switch_uintYuri Rubinsky
2022-08-03Add Nearest Mipmap Anisotropic filter option to decals and projectorsHugo Locurcio
This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps.