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2022-07-27Merge pull request #63406 from Zylann/init_viewport_fieldsRémi Verschelde
2022-07-27Merge pull request #62362 from clayjohn/VULKAN-haloRémi Verschelde
2022-07-27Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaultsRémi Verschelde
2022-07-27Merge pull request #63477 from Chaosus/shader_fix_fogRémi Verschelde
2022-07-26Use full size mipmaps for reflections when in high-quality modeclayjohn
2022-07-27Merge pull request #63522 from Chaosus/shader_fix_projectionYuri Rubinsky
2022-07-27Merge pull request #63345 from BastiaanOlij/split_geometry_instanceRémi Verschelde
Cleanup RendererSceneRender::GeometryInstance
2022-07-27Fix incorrect conversion of default value for mat4 uniform in shadersYuri Rubinsky
2022-07-27Fix `FOG` built-in in spatial/fragment shaderYuri Rubinsky
2022-07-27Change RendererSceneRender::GeometryInstance so more code is shared among ↵Bastiaan Olij
renderers
2022-07-27Tweak Decal distance fade defaults and add property hintsHugo Locurcio
The new default values are more usable in real world scenarios when smooth fading of distant decals is desired for performance reasons. The Decal distance fade property hints were adjusted based on the GeometryInstance3D visibility range fade property hints. `or_greater` was also added to allow specifying larger values if needed.
2022-07-26Change window title in Movie Maker mode to display useful informationHugo Locurcio
The frame number and movie time is now displayed in the window title. This way, you can see how quickly the video recording is advancing in real-time (and perhaps tweak your settings if it's going too slow).
2022-07-26Merge pull request #62972 from Chaosus/shader_groupsRémi Verschelde
Implement shader uniform groups/subgroups
2022-07-26Merge pull request #63236 from halgriffiths/fix-texture-rect-transposeRémi Verschelde
send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-26Implement shader uniform groups/subgroupsYuri Rubinsky
2022-07-26Move Sky(RD) into environmentBastiaan Olij
Move Fog logic from render scene render to fog
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
2022-07-25Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fixRémi Verschelde
2022-07-25Fix errors when using built-ins in shaderincYuri Rubinsky
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.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-24Initialize default values for viewports in rendering server.Marc Gilleron
Example with TAA: by default it is `false` in project settings and in the Viewport node. When the scene tree is created, Viewport.set_use_taa() is called with the value from ProjectSettings. But because the default values are already the same, RenderingServer isn't called. The Viewport struct in the RenderingServer does not initialize this field, so TAA gets randomly enabled when the game starts with default settings.
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.
2022-07-23Merge pull request #63265 from reduz/stream-bpm-supportRémi Verschelde
Implement BPM support in AudioStream files.
2022-07-23Fix some errors after shader preprocessor PRYuri Rubinsky
2022-07-23Implement BPM supportreduz
Based on #62896, only implements the BPM support part. * Implements BPM support in the AudioStreamOGG/MP3 importers. * Can select BPM/Bar Size and total beats in a song file, as well as edit looping points. * Looping is now BPM aware * Added a special importer UI for configuring this. * Added a special preview showing the audio waveform as well as the playback position in the resource picker. * Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde
2022-07-22Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde
2022-07-22Clean up Shader Preprocessorreduz
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include.
2022-07-22Adding shader preprocessor supportYuri Roubinsky
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22send FLAGS_TRANSPOSE_RECT to Vulkanhalgriffiths
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-19Move screen space effects into a separate classBastiaan Olij
2022-07-18Merge pull request #62834 from RandomShaper/fix_vk_sky_errorRémi Verschelde
Bind correct default resource type in GI
2022-07-18Merge pull request #63057 from sakrel/vulkan-fix-2d-shadowsRémi Verschelde
2022-07-18Merge pull request #62265 from d-robbins/specular_shininess_usedRémi Verschelde
2022-07-18Merge pull request #62848 from RandomShaper/shader_writability_improvementRémi Verschelde
2022-07-18Make SDFGI direct light shader follow the same-writability rulePedro J. Estébanez
2022-07-18added usage_defines for SPECULAR_SHININESSDavid R
added usage defines for opengl3 renderer
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
2022-07-15Fix DirectionalLight2D and PointLight2D shadows not rendering correctlysakrel
2022-07-15Use BitField hint for the TextServer enums. Add missing parts for BitField ↵bruvzg
support to the GDextension API.
2022-07-14Merge pull request #58763 from Calinou/editor-fix-default-float-stepRémi Verschelde
2022-07-14Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_freeRémi Verschelde
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
2022-07-12Fix typo, call mesh_instance_free not mesh_freeBastiaan Olij
2022-07-10Fix some properties having an invalid float step of `0`Hugo Locurcio
This also clamps the float step in the editor to the lowest value that is guaranteed to work in all situations (including for 32-bit floats).
2022-07-09Fix dead link in TAA resolve shader commentHugo Locurcio
Spartan Engine has recently removed its own internal TAA in favor of FSR 2.0. The link has been changed to point to a fixed commit, so the link will keep working as long as the repository exists.
2022-07-08Bind correct default resource type in GIPedro J. Estébanez