Age | Commit message (Collapse) | Author |
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* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
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* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
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Fix Command Queue Crash
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* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
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Fix concave collision with backface collision disabled
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Disabled backface collision is only applied on face separation axes,
because applying it also on edges and vertices was causing some contacts
to be wrongly disabled and contact points to be off.
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* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
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Fix Boot Splash
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Decrease opacity of the overdraw debug draw mode
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Fix SSR
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* Was broken at some point long time ago, this restores it.
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* Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
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This allows distinguishing higher amounts of overlapping objects.
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* Implements the code to show the boot splash on load using RenderingDevice
* Does not work on X11 when maximized, some platform specific hack will be needed there.
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* Ovedraw debug works again
* Lighting debug works again
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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Expose body_test_motion in 3D physics server
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Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.
Also cleaned a few things in the 2D version.
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
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Fix surface from array creation
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* The debug check was not updated to the new format.
* Bug introduced by #50037
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Also use const more often.
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Clean up RenderingServer and its bindings
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* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
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* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.
**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
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Deprecate ImmediateGeometry
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* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
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Fix and clean disabled shapes handling in godot physics servers
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Fix move_and_collide causing sliding on slopes
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* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
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* Ability to allocate empty objects in RID_Owner, so RID_PtrOwner is not needed in most cases.
* Improves cache usage, as objects are now allocated together
* Should improve performance in 2D rendering
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* Flag was there, but not implemented.
* Fixed issue with base flags not being initialized.
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Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.
Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
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Implement Framebuffer Subpass support
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* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
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Keep the drawing transform when drawing meshing in CanvasItem
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In 3D, disabled shapes are now not added to the broadphase anymore.
Since they are removed right away when disabled, no need to check for
disabled shapes for any query that comes from the broadphase.
Also Fixes raycast queries returning disabled shapes.
In 2D, disabled shapes where already not added to the broadphase.
Remove the same unnecessary checks as in 3D.
Overall harmonized API for disabled shapes in the physics servers and
removed duplicate method.
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Also MIDIMessage
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Fix crash in visibility range system.
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Inverse XR camera offset for stereoscopic rendering
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