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AgeCommit message (Collapse)Author
2022-10-19Simplify GDVIRTUAL_CALL callskobewi
2022-10-14Make some Image methods statickobewi
2022-10-05Merge pull request #66898 from aaronfranke/proj-mat-columnsRémi Verschelde
Rename Projection `matrix` to `columns`
2022-10-05Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-09-27Add Passthrough extension wrapperGabor Koncz
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-06-28Split dependency logicBastiaan Olij
Split FOG Split visibility notifier Final cleanup of storage classes
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-04-17Merge canvas and decal into TextureStorage and add render targetBastiaan Olij
2022-03-10Adding signals and events to OpenXR interfaceBastiaan Olij
Improving interaction profile logic
2022-03-09Remove unused GDNative codeRémi Verschelde
This has been superseded by GDExtension so this code is no longer useful nor usable. There's still some GDNative-related stuff in platform export code which needs to be adapted for GDExtension (e.g. to include GDExtension libraries in exports).
2022-02-23Implementing OpenXR driverBastiaan Olij
2022-02-06Add missing SNAME macro optimization in some function callsjmb462
2022-01-26Improve XRInterface hooks into renderingBastiaan Olij
2022-01-20Adding a tracking confidence state to XRPoseBastiaan Olij
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-11Fixed incorrect property typesArnav Vijaywargiya
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.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-20Fix double _get_tracking_status declarationBastiaan Olij
2021-10-19Add support for returning the play area from XRInterfaceBastiaan Olij
2021-10-17Rework XR positional trackersBastiaan Olij
2021-09-28Fix access to render target texture for XR interfacesBastiaan Olij
2021-09-21Change to using doubles in XR classesBastiaan Olij
2021-09-09Expose Vulkan internal values for access from extensionsBastiaan Olij
2021-09-07Merge pull request #52205 from BastiaanOlij/blit_source_rectBastiaan Olij
Add source rectangle to blit
2021-09-05Add missing parameter names to _commit_views GDVIRTUAL_BINDBastiaan Olij
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-03-29Change XRPositionalTracker to a reference and better expose it to GDNativeBastiaan Olij
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-21Rename XRPositionalTracker methodsMarcel Admiraal
Renames: - set_type() -> set_tracker_type() - set_name() -> set_tracker_name() - get_tracks_orientation() - `is_tracking_orientation() - get_tracks_position() -> `is_tracking_position() - get_hand() -> get_tracker_hand() - set_hand() -> set_tracker_hand()
2020-12-10Rename TrackerHand enumsMarcel Admiraal
Renames: TRACKER_LEFT_HAND -> TRACKER_HAND_LEFT TRACKER_RIGHT_HAND -> TRACKER_HAND_RIGHT
2020-12-04Rename XR get_type and get_nameAaron Franke
Now called get_tracker_type and get_tracker_name
2020-12-04RenderingServer reorganizationreduz
2020-05-19Style: Fix unnecessary semicolons that confused clang-formatRémi Verschelde
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij