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2022-01-18Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascadesRémi Verschelde
2022-01-18Merge pull request #56893 from Chaosus/shader_unify_vardeclYuri Roubinsky
2022-01-18Unify variable and array declarations in shadersYuri Roubinsky
2022-01-17Fix volumetric fog memory leak on resizeclayjohn
2022-01-17Allow using between 1 and 8 cascades for SDFGIHugo Locurcio
This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes).
2022-01-17Fix invalid read when using LightOccluder2DHaoyu Qiu
2022-01-16Merge pull request #56309 from Calinou/remove-pvrtc-supportRémi Verschelde
2022-01-15Remove mistakenly added push constant from SSRclayjohn
2022-01-15Refactor size expression parsing for arrays in the shadersYuri Roubinsky
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
2022-01-14Fix shader crashing when declaring matrix or array varyingsYuri Roubinsky
2022-01-13Fix various typosluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13Fix completion for global constants in shadersYuri Roubinsky
2022-01-13Add completion for shader_typeYuri Roubinsky
2022-01-13Prevent redefinition of main functions in shaderYuri Roubinsky
2022-01-12Fix cannot use gaussian blur errorclayjohn
2022-01-12Merge pull request #56169 from dkaste/fix-clip-rectsRémi Verschelde
Fix canvas items being drawn outside clip rects
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-12Optimize include files to improve `shader_language.h` compilation speedYuri Roubinsky
2022-01-12Merge pull request #55656 from clayjohn/GLSL3-compilerRémi Verschelde
2022-01-12Merge pull request #56696 from AnilBK/use-init-listsRémi Verschelde
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-12Use List Initializations for Vectors.Anilforextra
2022-01-11Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overruleRémi Verschelde
Fix XR viewport size overrule and incorrect usage of internal size
2022-01-10Merge pull request #56627 from Chaosus/shader_better_limit_warningRémi Verschelde
2022-01-09Fix canvas items being drawn outside clip rectsDarren Kaste
2022-01-08Enhances a shader uniform limit warningYuri Roubinsky
2022-01-08Use fill() to fill an entire image instead of setting pixels individually.Anilforextra
2022-01-06Fix queueing a texture and regular uniform update in RD backend in succession.SaracenOne
2022-01-05Added material_overlay property to MeshInstance3DFernando Cosentino
Applying overlay materials into multi-surface meshes currently requires adding a next pass material to all the surfaces, which might be cumbersome when the material is to be applied to a range of different geometries. This also makes it not trivial to use AnimationPlayer to control the material in case of visual effects. The material_override property is not an option as it works replacing the active material for the surfaces, not adding a new pass. This commit adds the material_overlay property to GeometryInstance3D (and therefore MeshInstance3D), having the same reach as material_override (that is, all surfaces) but adding a new material pass on top of the active materials, instead of replacing them.
2022-01-05Merge pull request #56220 from ↵JFonS
williamd67/GPULightmapper-implement-sky-ambient-light GPULightmapper: react on sky ambient properties
2022-01-05Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-downRémi Verschelde
2022-01-05Merge pull request #56278 from GanidhuAbey/dof_msaa_bugRémi Verschelde
2022-01-05Fix incorrect format and buffer used for bone weights.bruvzg
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-04Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-rangeRémi Verschelde
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04Merge pull request #54791 from NHodgesVFX/masterRémi Verschelde
[4.x] add more OpenGL attributes
2022-01-04Merge pull request #56486 from Chaosus/shader_fix_render_modeYuri Roubinsky
2022-01-04Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Merge pull request #55386 from Calinou/allow-disable-depth-prepassRémi Verschelde
2022-01-04Fix `world_vertex_coords` render mode usage in the shadersYuri Roubinsky
2022-01-04Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depthJFonS
Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04Merge pull request #56477 from Chaosus/fix_device_crashYuri Roubinsky
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-04Merge pull request #54409 from clayjohn/VULKAN-glow-flickerRémi Verschelde
2022-01-04Add a check for device in shader lang to prevent startup editor crashYuri Roubinsky
2022-01-04Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fieldsRémi Verschelde
Remove unused struct fields in VoxelGIData
2022-01-04Merge pull request #55422 from Calinou/gi-shader-remove-unused-defineRémi Verschelde
Remove unused code in GI shaders
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!