Age | Commit message (Collapse) | Author |
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Add an option to disable boot splash filtering
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Disabling filtering is usually desired in projects using a pixel art style.
This closes #19415.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Disable GI probe capturing lights with bake mode disabled
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The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
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Add FRUSTUM camera mode, allowing tilted frustums
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There was a bug that could result in most bone aabb boxes ending up with
tiny size upon import and mess up with culling of skeletal meshes. This
fixes it.
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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Fixes #25316.
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This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.
This work was kindly sponsored by IMVU.
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Happy new year to the wonderful Godot community!
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Fix various code formatting issues and argument names.
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Add parameters for fog end depth and use alpha as density.
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Cleaning up some uninitialised variables in GLES2 stuff.
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Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
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Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).
Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.
Added assignments for state.current_main_tex based on same in GLES3.
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Fixes #22687.
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tonemapping fixes
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optimizations, added vertex lighting.
-Did some fixes to GLES3 too
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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bias
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Fix various missing arguments in bindings.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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sync rasterizers with engine
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Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
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#20126
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-Add extra flag optimize=[size,speed] to be able to prioritize size
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Fix #19507 Not emitted particles affects performance
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The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
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