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2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangentRémi Verschelde
Fix vector type for signed tangent in mobile shader
2022-08-31Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2Rémi Verschelde
Add a per-light volumetric fog energy property
2022-08-31Fix vector type for signed tangent in mobile shaderBastiaan Olij
2022-08-31Remove unnecessary `print_line` in RendererDummyHaoyu Qiu
2022-08-30Add a per-light volumetric fog energy propertyHugo Locurcio
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering.
2022-08-30Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocationRémi Verschelde
2022-08-30Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde
2022-08-30Dummy mesh support was added to the dummy renderer but incomplete. This ↵Bastiaan Olij
completes it
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-29Fix updating OccluderPolygon shapessakrel
2022-08-26Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-biasRémi Verschelde
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26Merge pull request #64367 from Mickeon/rename-var-to-strRémi Verschelde
Rename `str2var` to `str_to_var` and similar
2022-08-26Rename `str2var` to `str_to_var` and similarMicky
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
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.
2022-08-25Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabledHugo Locurcio
This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention.
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
2022-08-13Implement MSAA for 2D [Vulkan only]Hendrik Brucker
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.