Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-03-17 | Merge pull request #47024 from groud/navigation | Rémi Verschelde | |
Allow Navigation to be more flexible | |||
2021-03-16 | Merge pull request #46984 from sboronczyk/fix-shader-issue | Rémi Verschelde | |
Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file | |||
2021-03-15 | Allow Navigation to be more flexible | Gilles Roudière | |
2021-03-14 | Check if an input image wasn't Image on several functions in CameraFeed | Kongfa Waroros | |
2021-03-13 | fix issue vulkan crash on open shader materials | sboronczyk | |
2021-03-11 | Removed time duplicate from ForwardClustered. Just use the variable from its ↵ | Bastiaan Olij | |
superclass | |||
2021-03-11 | Combine init_gi and init_sdfgi into a single init | Bastiaan Olij | |
2021-03-11 | Renamed one more Forward render struct and fixed typo | Bastiaan Olij | |
2021-03-11 | Moving RendererStorageRD *storage to protected, no sense duplicating it in ↵ | Bastiaan Olij | |
forward_clustered | |||
2021-03-10 | Merge pull request #46811 from BastiaanOlij/rename_forward_renderer | Bastiaan Olij | |
Renaming RendererSceneRenderForward to ...ForwardClustered | |||
2021-03-10 | Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵ | Bastiaan Olij | |
so we can introduce RendererSceneRenderForwardMobile | |||
2021-03-10 | Implement Navigation layers | Gilles Roudière | |
2021-03-08 | Fixes division by zero when 3d body does not have valid shape | Kyle | |
Fixes #46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body. Changed the comment style for the update_inertias method as well. | |||
2021-03-08 | Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup | Rémi Verschelde | |
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | |||
2021-03-05 | Fix negative VRAM values | Ev1lbl0w | |
2021-03-04 | Fix canvas renderer line width | Alex Hirsch | |
fix #46644 | |||
2021-03-04 | Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | Bastiaan Olij | |
2021-03-02 | Merge pull request #46594 from asheraryam/fix-clip-content-master | Rémi Verschelde | |
Fix rounding error in Clip Content [4.0] | |||
2021-03-02 | Merge pull request #46581 from Riteo/fix-capsule-shape | Rémi Verschelde | |
Change CapsuleShape3D's collision detection axis to vertical | |||
2021-03-02 | Fix rounding error in Clip Content | asheraryam | |
Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493 | |||
2021-03-02 | Change CapsuleShape3D's collision detection axis to vertical | Riteo Siuga | |
This fixes an issue where its collision detection would actually work as if it had the old default orientation. | |||
2021-03-01 | Merge pull request #46046 from BastiaanOlij/cleanup_gi | Rémi Verschelde | |
Moving GI and Sky code from RendererSceneRenderRD into separate classes | |||
2021-03-01 | Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret | Rémi Verschelde | |
Added missing returns on error scenarios | |||
2021-03-01 | Fix parsing hexadecimal (lowercase `e`,`f`) in shaders | Yuri Roubinsky | |
2021-02-28 | Added missing returns on error scenarios | Ev1lbl0w | |
2021-02-27 | Refactor removal of constraints from bodies in 2D joints | Eryk Dwornicki | |
2021-02-27 | Move removal of the constraints from bodies to Joint3DSW destructor | Eryk Dwornicki | |
Joint3DSW instances are also destroyed without explicitly calling free() for example when changing constrainted bodies at runtime using set_node method. | |||
2021-02-25 | Update Inspector when changing AudioEffectChorus voice_count | booer | |
Fixes #31627. | |||
2021-02-25 | Moving GI code into RendererServerGIRD | Bastiaan Olij | |
Moving Skyshader code into RendererServerSkyRD | |||
2021-02-24 | Merge pull request #45863 from nekomatata/physics-queries-disabled-shapes | Rémi Verschelde | |
Fix physics queries not filtering out disabled collision shapes | |||
2021-02-24 | Merge pull request #46045 from bruvzg/text_server_bmp_create | Rémi Verschelde | |
[TextServer] Restores bitmap font dynamic construction functions. | |||
2021-02-21 | Prevents shader crash if two struct with the same name are declared | Yuri Roubinsky | |
2021-02-21 | Prevents shader crash if passing invalid struct to the return statement | Yuri Roubinsky | |
2021-02-19 | Merge pull request #46086 from ellenhp/new_resampling | Rémi Verschelde | |
Implement a new resampling algorithm in AudioStreamPlaybackResampled | |||
2021-02-19 | doc: Sync classref with current source | Rémi Verschelde | |
And fix various bogus bindings following previous PRs. | |||
2021-02-19 | Merge pull request #46199 from ellenhp/fix_distortion_filter | Rémi Verschelde | |
Prevent distortion filter from introducing NaNs in the audio buffer | |||
2021-02-18 | Prevent distortion filter from introducing NaNs in the audio buffer. | Ellen Poe | |
2021-02-18 | Merge pull request #45326 from clayjohn/VULKAN-ign-shadows | Clay John | |
Use Interleaved gradient noise for shadow samples | |||
2021-02-18 | Merge pull request #46131 from bruvzg/move_tablet_to_ds | Rémi Verschelde | |
Move tablet driver API from OS to DisplayServer | |||
2021-02-18 | Merge pull request #45617 from RandomShaper/modernize_atomics | Rémi Verschelde | |
Modernize atomics (and fix `volatile`) | |||
2021-02-18 | Modernize atomics | Pedro J. Estébanez | |
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx> | |||
2021-02-18 | Move tablet driver API from OS to DisplayServer. | bruvzg | |
2021-02-18 | Reorganize Project Settings | reduz | |
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up. | |||
2021-02-18 | Merge pull request #46148 from nekomatata/fix-test-body-motion | Rémi Verschelde | |
Fix test_body_motion recovery and rest info | |||
2021-02-17 | Fix test_body_motion recovery | PouleyKetchoupp | |
This change makes test_body_motion more reliable when the kinematic body recovers from being stuck. - When recovery occurs, the rest information is generated, in order to make sure collision results from test_move, move_and_collide and move_and_slide are consistent and return a collision in case of overlap. - The new calculation for recovery vector makes sure the recovery is never more than the overlap depth between shapes. This can help with cases where the kinematic body overlaps with several shapes. Recovery is made iteratively, without forcing a full overlap at each step. This helps with getting proper rest information when recovery occurs. - One Way Collision: When attempting motion, contact direction is checked against motion before skipping in order to solve cases where kinematic bodies can sink into one-way collision shapes. Rest info now sets max contact depth in order to properly handle one-way collision. - Low speed motion is now handled in the rest info, by never setting min_allowed_depth lower than motion length. Separation is always applied with full margin, otherwise contact is lost when low speed motion occurs right after higher speed motion. - Similar changes are applied to 3D in order to make 2D and 3D consistent. | |||
2021-02-17 | Fix math error in blend shape application tolerance | Kayomn | |
2021-02-15 | Implement a new resampling algorithm in AudioStreamPlaybackResampled | Ellen Poe | |
2021-02-15 | [Text Server] Restores bitmap font dynamic construction functions. | bruvzg | |
2021-02-15 | [TextServer] Restore character and space extra spacing support. | bruvzg | |
2021-02-12 | Merge pull request #45931 from nekomatata/cylinder-contact-points-fix | Rémi Verschelde | |
Revised cylinder contact point generation in Godot Physics |