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2021-08-23Merge pull request #51971 from aaronfranke/httpsMax Hilbrunner
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23Merge pull request #51947 from AnilBK/redundant-assignmentsMichael Alexsander
[cppcheck] Remove some redundant assignments.
2021-08-23Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemapBastiaan Olij
Fix multiview defines in tonemap shader
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-22Fixed non-uniform scaling of normalsDuarte David
2021-08-22Merge pull request #51886 from Geometror/fix-layout-editor-file-dialogMichael Alexsander
Fix ItemList layout (+EditorFileDialog)
2021-08-22Fix multiview defines in tonemap shaderBastiaan Olij
2021-08-21Remove redundant assignments.Anilforextra
Use used_in_transfer instead of used_in_compute twice.
2021-08-21Fix ItemList layout (+EditorFileDialog)Hendrik Brucker
2021-08-19Fix compilation warnings in Shape2DSW/Shape3DSWPouleyKetchoupp
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations.
2021-08-18Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3Rémi Verschelde
More fixes to mobile renderer
2021-08-18Merge pull request #51792 from Chaosus/removed_restartRémi Verschelde
2021-08-18More fixes to mobile rendererreduz
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
2021-08-17Fixes to mobile rendererreduz
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
2021-08-17Removed `RESTART` built-in from `start` particle shader functionYuri Roubinsky
2021-08-17Fix incorrect uniform buffer size for particlesYuri Roubinsky
2021-08-16Epsilon check for angular velocity in Body3DSWLoipesMas
2021-08-16Merge pull request #51635 from reduz/further-mobile-optimizationsJuan Linietsky
More optimizations on the mobile renderer.
2021-08-16Merge pull request #51645 from fabriceci/improve-physics-apiRémi Verschelde
API improvement on the physics (CharacterBody and related classes)
2021-08-16Merge pull request #50785 from jeffrey-cochran/softbody-areasRémi Verschelde
Updated softbody handling to allow for area/softbody collision detection and application of area gravity
2021-08-16Makes a clear error message if shader compilation failedYuri Roubinsky
2021-08-15Enabled softbody-area collision (intersection) and enabled area-specific ↵Jeffrey Cochran
gravity for soft bodies.
2021-08-16Moved disabling bokeh shader variants to before the version_create callBastiaan Olij
2021-08-15API improvement on physics, mainly CharacterBodyfabriceci
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15Fix read from screen and depth textureBastiaan Olij
2021-08-14Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_rasterRémi Verschelde
Rewrote raster DOF shader to using BOKEH
2021-08-14Rename LineShape2D to WorldMarginShape2DHugo Locurcio
The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-13More optimizations on the mobile renderer.reduz
* Specialization constants used to disable anything not needed to draw * Added softshadow and projector support on mobile. This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand. As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
Fix directional shadow bias
2021-08-13Merge pull request #51587 from Calinou/use-unicode-multiplication-symbolRémi Verschelde
Use the Unicode multiplication symbol where relevant
2021-08-13Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵bruvzg
valid RIDs.
2021-08-13Merge pull request #51609 from Chaosus/shader_fix_varying_errorYuri Roubinsky
Fix shader crash when using local var with the same name as varying
2021-08-13Fix shader crash when using local var with the same name as varyingYuri Roubinsky
2021-08-13Implemented raster versions of bokeh shaders to replace broken gaussian ↵Bastiaan Olij
implementation
2021-08-12Merge pull request #51581 from bruvzg/camera_feed_portRémi Verschelde
Port camera feed to the new RenderingServer API.
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Merge pull request #51580 from aaronfranke/particles-real-doubleRémi Verschelde
Use real_t and double where appropriate in Particles
2021-08-12Merge pull request #51536 from ↵Rémi Verschelde
Calinou/nearest-mipmap-use-nearest-for-minification Use nearest mipmaps for both minification and magnification
2021-08-12Port camera feed to the new RenderingServer API.bruvzg
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-08-12Use nearest mipmaps for both minification and magnificationHugo Locurcio
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games.
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Merge pull request #51391 from Chaosus/shader_param_namesRémi Verschelde
Added parameter names to shader built-in function autocompletion
2021-08-12Added parameter names to shader built-in function autocompletionYuri Roubinsky
2021-08-12Removes an internal error report if shader fails compileYuri Roubinsky
2021-08-12Merge pull request #51533 from Calinou/fix-nearest-mipmap-filterRémi Verschelde
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearanceRémi Verschelde
Fix CPUParticles2D disappearance after amount change
2021-08-12Fix CPUParticles2D disappearance after amount changefloppyhammer