Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-09-13 | Merge pull request #50375 from Paulb23/code_edit_unit_tests | Rémi Verschelde | |
2021-09-13 | Merge pull request #49063 from Calinou/remove-16x-msaa | Rémi Verschelde | |
Remove 16× MSAA support due to driver bugs and low performance | |||
2021-09-13 | Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix | Rémi Verschelde | |
Compute horizon SO threshold before transformation | |||
2021-09-12 | Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material | JFonS | |
Vulkan: Fix CanvasItem::use_parent_material | |||
2021-09-10 | 8 uvs for glTF2, URI decode and Vertex Custom api. | Lyuma | |
Add glTF2 uri decode for paths. Add vertex custom apis. Add scene importer api. Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh Co-authored-by: darth negative hunter <thenegativehunter2@users.noreply.github.com> | |||
2021-09-09 | Merge pull request #52476 from Lauson1ex/master | Juan Linietsky | |
Replace current ACES tonemapper with a high quality one | |||
2021-09-09 | Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy | Juan Linietsky | |
Use the Light3D Indirect Energy property in SDFGI | |||
2021-09-09 | Expose Vulkan internal values for access from extensions | Bastiaan Olij | |
2021-09-07 | Replace ACES tonemapper with a high quality one | Endri Lauson | |
2021-09-07 | Merge pull request #52205 from BastiaanOlij/blit_source_rect | Bastiaan Olij | |
Add source rectangle to blit | |||
2021-09-01 | Fix dummy rendering server memory leaks | Paulb23 | |
2021-08-31 | Merge pull request #51873 from Chaosus/fix_uniform_error_spam | Clay John | |
Fix incorrect checking of uniform set to prevent error spam (2) | |||
2021-08-30 | Use the Light3D Indirect Energy property in SDFGI | Hugo Locurcio | |
The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI). | |||
2021-08-29 | Add source rectangle to blit | Bastiaan Olij | |
2021-08-27 | Merge pull request #51908 from bruvzg/msdf_fonts2 | K. S. Ernest (iFire) Lee | |
Make FontData importable resource. Add multi-channel SDF font rendering. | |||
2021-08-27 | Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers | Juan Linietsky | |
Remove leftovers of anisotropy in the VoxelGI shader code | |||
2021-08-27 | Makes FontData importable resource. | bruvzg | |
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support. | |||
2021-08-27 | Merge pull request #52003 from BastiaanOlij/xr_interface_extension | Bastiaan Olij | |
Adding GDExtension support to XRInterface | |||
2021-08-26 | Adding GDExtension support to XRInterface | Bastiaan Olij | |
2021-08-26 | Optionally scale 3D render content | Bastiaan Olij | |
2021-08-26 | Merge pull request #50883 from BastiaanOlij/mobile_hdr | Bastiaan Olij | |
Scale color output in the mobile renderer to provide HDR support | |||
2021-08-25 | Merge pull request #51821 from Calinou/builtin-shaders-add-comments | JFonS | |
Add comments at the top of each built-in shader to ease debugging | |||
2021-08-25 | Remove leftovers of anisotropy in the VoxelGI shader code | Hugo Locurcio | |
Anisotropy support was removed when VoxelGI was reworked as it was too demanding on the GPU. | |||
2021-08-25 | Remove 16× MSAA support due to driver bugs and low performance | Hugo Locurcio | |
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is. | |||
2021-08-23 | Merge pull request #51971 from aaronfranke/https | Max Hilbrunner | |
Replace HTTP URLs with HTTPS for sites with HTTPS versions | |||
2021-08-23 | Merge pull request #51947 from AnilBK/redundant-assignments | Michael Alexsander | |
[cppcheck] Remove some redundant assignments. | |||
2021-08-23 | Scale color output in the mobile renderer to provide HDR support | Bastiaan Olij | |
2021-08-23 | Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap | Bastiaan Olij | |
Fix multiview defines in tonemap shader | |||
2021-08-22 | Replace HTTP links with HTTPS for sites with HTTPS versions | Aaron Franke | |
2021-08-22 | Fixed non-uniform scaling of normals | Duarte David | |
2021-08-22 | Fix multiview defines in tonemap shader | Bastiaan Olij | |
2021-08-21 | Remove redundant assignments. | Anilforextra | |
Use used_in_transfer instead of used_in_compute twice. | |||
2021-08-20 | Compute horizon so threshold before transformation | clayjohn | |
2021-08-19 | Improvements to SpotLight3D and OmniLight3D's shadows | jfons | |
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations. | |||
2021-08-19 | Fix incorrect checking of uniform set to prevent error spam (2) | Yuri Roubinsky | |
2021-08-18 | Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3 | Rémi Verschelde | |
More fixes to mobile renderer | |||
2021-08-18 | Merge pull request #51792 from Chaosus/removed_restart | Rémi Verschelde | |
2021-08-18 | More fixes to mobile renderer | reduz | |
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | |||
2021-08-18 | Add comments at the top of each built-in shader to ease debugging | Hugo Locurcio | |
When a shader error is printed about a built-in shader, the origin of the shader will now be recognizable immediately by looking at the top of the printed shader code. | |||
2021-08-17 | Fixes to mobile renderer | reduz | |
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected. | |||
2021-08-17 | Vulkan: Fix CanvasItem::use_parent_material | TechnoPorg | |
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material. Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit. | |||
2021-08-17 | Removed `RESTART` built-in from `start` particle shader function | Yuri Roubinsky | |
2021-08-17 | Fix incorrect uniform buffer size for particles | Yuri Roubinsky | |
2021-08-16 | Merge pull request #51635 from reduz/further-mobile-optimizations | Juan Linietsky | |
More optimizations on the mobile renderer. | |||
2021-08-16 | Makes a clear error message if shader compilation failed | Yuri Roubinsky | |
2021-08-16 | Moved disabling bokeh shader variants to before the version_create call | Bastiaan Olij | |
2021-08-15 | Fix read from screen and depth texture | Bastiaan Olij | |
2021-08-14 | Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster | Rémi Verschelde | |
Rewrote raster DOF shader to using BOKEH | |||
2021-08-13 | More optimizations on the mobile renderer. | reduz | |
* Specialization constants used to disable anything not needed to draw * Added softshadow and projector support on mobile. This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand. As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first). | |||
2021-08-13 | Merge pull request #51025 from reduz/fix-directional-shadow-bias | Rémi Verschelde | |
Fix directional shadow bias |