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2021-11-01Merge pull request #54356 from Chaosus/shader_fix_matrix_autocompletionRémi Verschelde
2021-11-01Merge pull request #54480 from timothyqiu/texture-replaceRémi Verschelde
2021-11-01Fix memory leak when using CurveTexture.set_texture_modeHaoyu Qiu
2021-11-01Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603Rémi Verschelde
2021-10-31Fix multimesh buffer overflow in RendererStorageRDSeleckyErik
2021-10-31Merge pull request #54448 from CakHuri/treshold-to-thresholdRémi Verschelde
Repair mistyped of 'threshold' on several files.
2021-10-31Merge pull request #54307 from Calinou/add-opengl-renderer-squashRémi Verschelde
Add OpenGL renderer (squashed)
2021-10-31Repaired mistyped of 'threshold' on several files.M. Huri
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31Merge pull request #54403 from briansemrau/fix-small-fogvolumeRémi Verschelde
FogVolume don't dispatch compute with zero-dimension groups
2021-10-30Don't use Texture image caches if they are rendered toBrian Semrau
2021-10-30Merge pull request #54405 from JFonS/fix_instance_indexRémi Verschelde
Fix instance index in forward clustered shader
2021-10-30Disallow compute dispatch with zero dimensions.Brian Semrau
2021-10-30Fix instance index in forward clustered shaderjfons
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-29Fix error spammed to output if `FogVolume` is setted to sceneYuri Roubinsky
2021-10-29Fix crash when opening a converted `FogMaterial`Yuri Roubinsky
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28Removed incorrect autocompletion of matrixes in shaderYuri Roubinsky
2021-10-28Merge pull request #54350 from akien-mga/clang-format-dont-align-operandsRémi Verschelde
2021-10-28Merge pull request #54222 from JFonS/instance-fadeRémi Verschelde
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-28Implement TextServer `strip_diacritics` function.bruvzg
2021-10-26Fix shadow disabling on mobile rendererJoan Fons
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25Fix shadow disabling settingsjfons
Fixes the SHADOW_CASTING_SETTING_OFF setting in GeometryInstance3D and the "shadows_disabled" render mode in spatial materials, which were not working before.
2021-10-25Implement distance fade and transparencyJFonS
The built-in ALPHA in spatial shaders comes pre-set with a per-instance transparency value. Multiply by it if you want to keep it. The transparency value of any given GeometryInstance3D is affected by: - Its new "transparency" property. - Its own visiblity range when the new "visibility_range_fade_mode" property is set to "Self". - Its parent visibility range when the parent's fade mode is set to "Dependencies". The "Self" mode will fade-out the instance when reaching the visibility range limits, while the "Dependencies" mode will fade-in its dependencies. Per-instance transparency is only implemented in the forward clustered renderer, support for mobile should be added in the future. Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25Fix state inconsistencies in visibility dependencies.jfons
2021-10-23Merge pull request #54045 from ConteZero/primary_clipboard_linux_fix_warningRémi Verschelde
2021-10-23Fix primary clipboard warningConteZero
2021-10-22Merge pull request #54124 from Uxeron/CenterOfMassRotationFixCamille Mohr-Daurat
Fix physics body rotating incorrectly around it's center of mass
2021-10-22Merge pull request #54131 from nekomatata/fix-2d-body-center-of-mass-autoRémi Verschelde
2021-10-22Fix physics body rotating incorrectly around it's center of massUxeron
2021-10-22Fix RigidDynamicBody2D auto center of mass calculationPouleyKetchoupp
Should be changing the local center of mass, which is then transformed into `center_of_mass`. It was causing the center of mass to be always in (0,0) by default with multiple shapes.
2021-10-22Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-ditheringRémi Verschelde
2021-10-22Merge pull request #54088 from madmiraal/remove-unimplemented-methodsRémi Verschelde
2021-10-22Merge pull request #54110 from nekomatata/fix-rigid-body-update-collision-layerRémi Verschelde
2021-10-21Fix RigidDynamicBody collision update after changing collision layer/maskPouleyKetchoupp
Changing the collision layer of a sleeping body was not triggering area updates correctly. Bodies need to be active for collision to be checked against already overlapping bodies and areas. Neighbors need to be activated too in order to handle the case where a static body is modified (it can't be activated directly but paired bodies need to check their collision again). In 3D, moved the call to wakeup() from the physics server to GodotBody3D::_shapes_changed to make it consistent with 2D and also handle the case where shapes are modified (_shapes_changed is called in both this case and collision layer changes).
2021-10-21Merge pull request #54082 from Chaosus/fix_shader_crashYuri Roubinsky
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-21Merge pull request #54053 from nekomatata/fix-soft-body-disable-modeRémi Verschelde
Fix SoftDynamicBody3D crash when setting disable mode
2021-10-21Prevent shader crash when passing constant expression to `textureGather`Yuri Roubinsky
2021-10-21Add Soft Very Low shadow quality mode for 3DHugo Locurcio
This can be used to improve 3D shadow rendering quality at little performance cost. Unlike the existing Hard setting which is limited to variable shadow blur only, it works with both fixed blur and variable blur.
2021-10-21Merge pull request #54063 from Chaosus/shader_fix_spatial_samplersYuri Roubinsky
2021-10-21Fix SoftDynamicBody3D crash when setting disable modePouleyKetchoupp
Proper logic for changing physics state when disabled and disabled mode is changed (it was unnecessarily making calls to re-initialize physics). Extra error handling in soft body implementations to avoid crashes with invalid mesh.
2021-10-21Merge pull request #54011 from nekomatata/center-of-mass-2d-transformRémi Verschelde
2021-10-21Fix built-in texture samplers passing for spatial shader modeYuri Roubinsky
2021-10-20Prevent a rendering crash and error spam for uniform texture arrayYuri Roubinsky