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path: root/servers/rendering_server.cpp
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2023-02-13Move some worker_thread_pool.h includes out of header filesmyaaaaaaaaa
2023-02-02Expose RenderingServer.canvas_light_blend_modeclayjohn
This appears to have been missed in the refactor
2023-02-01Merge pull request #72075 from Maran23/extents-to-sizeRémi Verschelde
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
2023-01-31Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl
GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31Merge pull request #72343 from clayjohn/editor-canvas-bgRémi Verschelde
Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
2023-01-30Remove viewport_set_disable_environment in favor of ↵clayjohn
viewport_set_environment_mode This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-28Remove cap on number of items drawn in frame in 2D gl_compatibility renderclayjohn
Also clean up some names to make the overall organization more clear Also remove cap on items per batch
2023-01-21Use range iterators in LocalVector loopskobewi
2023-01-20Add mutex when adding geometry instances to the dirty list in the Forward ↵clayjohn
Clustered renderer
2023-01-20Merge pull request #71679 from kleonc/draw_polyline_line_stripRémi Verschelde
`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
2023-01-19CanvasItem::draw_polyline Support thin polylines drawn using line stripkleonc
2023-01-19Fix LOD sort order; checks in add_surface; and document all parameters of ↵RedworkDE
`ArrayMesh::add_surface_from_arrays` Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
2023-01-16Fix scaling issue in `draw_line` and similar methodsDanil Alexeev
2023-01-12Add framework for avoidance of color flash in new windowsPedro J. Estébanez
2023-01-08Use BitField<> hint for ArrayFormatJuan Linietsky
This was missing in the conversion of bitflags to BitField<>.
2023-01-06Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde
Add PropertyInfo overload for GLOBAL_DEF
2023-01-05One Copyright Update to rule them allRémi 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".
2022-12-23Merge pull request #69998 from BastiaanOlij/sorting-pivot-4Rémi Verschelde
Added options for sorting transparent objects (port of PR #63040)
2022-12-23Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij
2022-12-17Scale MSDF font outline with the font size and MSDF source size to match ↵bruvzg
dynamic font behavior.
2022-12-13Remove high quality glow as it is not any higher quality than regular glowclayjohn
2022-12-11Add PropertyInfo overload for GLOBAL_DEFkobewi
2022-11-22Fix some switching decisions for index format.ueshita
2022-11-19RenderingServer::create_local_rendering_device null check and docsdzil123
Co-authored-by: Clay John <claynjohn@gmail.com>
2022-11-15Merge pull request #67948 from DeeJayLSP/split_webpRémi Verschelde
Overhaul WebP packer and split compression options
2022-11-15Overhaul WebP packer and split compression optionsDeeJayLSP
2022-11-11Merge pull request #68186 from pkdawson/expose-texture-rdRémi Verschelde
Expose texture_get_rd_texture for scripts
2022-11-08Remove duplicate project settings definitionskobewi
2022-11-03Expose texture_get_rd_texturePatrick Dawson
2022-10-31Viewport canvas cull mask featureBimDav
Co-authored-by: Valentin Zagura <puthre@gmail.com>
2022-10-14Implement multiple clip_children modes for CanvasItemsclayjohn
2022-10-13Optimize Convex CollisionJuan Linietsky
Implements the Gauss Mapping optimization to SAT convex collision test. * Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius. * Requires adding of face information to edges in MeshData * Took the chance to convert MeshData to LocalVector for performance.
2022-10-11Merge pull request #67000 from RandomShaper/split_render_furtherRémi Verschelde
Polish rendering driver refactor further
2022-10-06Polish rendering driver refactor furtherPedro J. Estébanez
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06Use a giant UBO to optimize performance in 2Dclayjohn
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
2022-10-05Fix crash when executing `RenderingServer.mesh_surface_get_format_offset`Haoyu Qiu
2022-09-22Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1Rémi Verschelde
Not sure why I didn't get those before, it may be due to upstream changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply rebuilding Godot from scratch with different options.
2022-09-19Split rendering driver project setting into renderer_name and ↵clayjohn
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-09-14Decode octahedral compression when retreiving meshesclayjohn
2022-09-02Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde
2022-09-02Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde
2022-09-01Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde
2022-09-01Add Environment properties to control fog rendering on background skyHugo Locurcio
Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
2022-09-01Change Array arguments to TypedArraykobewi
2022-09-01Rename `uniform` to `parameter` across the engineYuri Rubinsky
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.
2022-08-30Add 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 #63003 from Geometror/msaa-2dRémi Verschelde
2022-08-26Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0Rémi Verschelde