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2022-06-08Merge pull request #61794 from clayjohn/VULKAN-viewport-sizeRémi Verschelde
Use RenderBuffer size instead of half extents for VIEWPORT_SIZE
2022-06-07Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan ↵clayjohn
spatial shaders
2022-06-07Initial TAA implementationjfons
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-03Merge pull request #61554 from Chaosus/shader_fix_hintsRémi Verschelde
2022-06-01Change Server initialization orderreduz
* Registration of server classes happened after Display initialization. * This made no sense in practice and avoided the registration of custom server drivers (like custom XR server, custom Rendering server, custom XR server). * Initialization moved to _before_ Display.
2022-06-01Ensure has_os_features is safely called as it can't be called from within ↵Bastiaan Olij
the construct of RenderingServerDefault on which it relies
2022-05-31Merge pull request #61572 from clayjohn/ssao-licenseRémi Verschelde
2022-05-31Add and improve license attribution for SSAO and SSIL shader codeclayjohn
2022-05-31Merge pull request #61480 from Calinou/profiler-physics-add-3d-suffixRémi Verschelde
Add a 3D suffix to relevant physics profiler categories
2022-05-31Refactor shader hintsYuri Rubinsky
2022-05-28Fix error with !rb spam when using background color mode with reflection probesclayjohn
2022-05-28Add a 3D suffix to relevant physics profiler categoriesHugo Locurcio
2D physics categories already had a 2D suffix: "Physics 2D"
2022-05-26Remove mesh and particles RD dependencies from canvas rendering serverclayjohn
2022-05-26Merge pull request #61425 from clayjohn/GLES3-2DRémi Verschelde
2022-05-25Implement 2D Meshes and MultiMeshes in GLES3 backendclayjohn
2022-05-25use ERR_FAIL_INDEX when preferredNathan Franke
2022-05-25Add Cone and Cylinder shapes to FogVolumeHugo Locurcio
This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight.
2022-05-24Fix particle system from going inactive earlyGanidhuAbey
Prevents particles from freezing and dissapearing by resetting it's inactive time when particles are emitted.
2022-05-24Merge pull request #60641 from clayjohn/Sky-ignRémi Verschelde
Use IGN instead of white noise for sky dithering
2022-05-24Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24Use IGN instead of white noise for sky ditheringclayjohn
2022-05-24Merge pull request #60803 from Chaosus/shader_hint_renameRémi Verschelde
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-23Merge pull request #61226 from Chaosus/shader_fix_keyword_completionRémi Verschelde
2022-05-23Fix typo in occlusion culling warning method nameHugo Locurcio
2022-05-21Add timestamps to some rendering effectstrollodel
2022-05-21Merge pull request #61214 from somnathsarkar/particle-attractor-fixRémi Verschelde
Fix GPUParticles3D disappearance at attractor origins
2022-05-20Fix GPUParticles3D disappearance at attractor originsSomnath Sarkar
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-20Fix incorrect keyword completion after period in shader editorYuri Rubinsky
2022-05-20Fix normal and tangent blending in blend shapesWindy Darian
2022-05-19Use suffixes for units in nodes and resourcesAaron Franke
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-19Add dedicated macros for property name extractionHaoyu Qiu
* Replace case-by-case extraction with PNAME & GNAME * Fix group handling when group hint begins with property name * Exclude properties that are PROPERTY_USAGE_NO_EDITOR * Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-18Add motion parameter to toggle whether recovery is reported as a collisionRicardo Buring
This makes the intent explicit in each use case.
2022-05-18Fix tonemapper shader to correctly apply alpha channelYuri Rubinsky
2022-05-16Add basic lighting to GLES3 renderer.clayjohn
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16Fix custom irradiance bug in Vulkan mobile rendererclayjohn
2022-05-16Merge pull request #60958 from smix8/navigation_server_rid_utility_4.xRémi Verschelde
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!
2022-05-16Fix computation of screen_uvSomnath Sarkar
2022-05-13Merge pull request #60894 from derammo/derammo_opengl3_windowsRémi Verschelde
2022-05-13Copy_to_fb is available in both raster and clustered renderers, remove ↵Bastiaan Olij
unwanted checks
2022-05-12Merge pull request #60976 from Calinou/fsr-rename-property-hintRémi Verschelde
2022-05-12Merge pull request #60643 from clayjohn/GLES3-3DRémi Verschelde
2022-05-12Add NavigationServer2D/3D API functions to find missing RID infosmix8
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on .... Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
2022-05-12Basic 3D renderingclayjohn
2022-05-12Rename remaining references of FSR to FSR 1.0Hugo Locurcio
With FSR 2.0 around the corner, we should avoid any ambiguity by explicitly stating the version number.
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-05-11SceneShader compilingclayjohn
2022-05-11SkyShaders workingclayjohn