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2021-06-16Refactor VisibilityNotifier3Dreduz
* This is the 3D counterpart to #49632 * Implemented a bit different as 3D works using instancing After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16Refactor VisibilityNotifierreduz
* Works from RenderinServer * Accurately tells when on or off-scren, its no longer approximate. * VisibilityEnabler also simplified to use the process mode instead.
2021-06-15Merge pull request #49630 from kodiwills/fix-custom-irradiance-typoRémi Verschelde
Fix typo in `CUSTOM_IRRADIANCE` calculations
2021-06-15Fix typo in CUSTOM_IRRADIANCE calculationsKodi
2021-06-14Merge pull request #49584 from timothyqiu/shader-data-null-checkRémi Verschelde
Add missing null check for ShaderData
2021-06-14Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-setsRémi Verschelde
Store SSAO uniform sets per viewport
2021-06-14Merge pull request #49585 from timothyqiu/oh-unsignedRémi Verschelde
Fix invalid read when using MultiMesh
2021-06-14Merge pull request #48847 from JFonS/vis_depsRémi Verschelde
Implement visibility range and dependencies
2021-06-14Implement visibility range and dependencies.jfons
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`, `visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`. Together they define a range in which the GeometryInstance3D will be visible from the camera, taking hysteresis into account for state changes. A begin or end value of 0 will be ignored, so the visibility range can be open-ended in both directions. This commit also adds the `visibility_parent` property to 'Node3D'. Which defines the visibility parents of the node and its subtree (until another parent is defined). Visual instances with a visibility parent will only be visible when the parent, and all of its ancestors recursively, are hidden because they are closer to the camera than their respective `visibility_range_begin` thresholds. Combining visibility ranges and visibility parents users can set-up a quick HLOD system that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes for far away groups (i.e. cities, woods).
2021-06-14Fix invalid read when using MultiMeshHaoyu Qiu
2021-06-14Add missing null check for ShaderDataHaoyu Qiu
2021-06-14Fixed error spam when XR mode is not enabled and a missed setting renameBastiaan Olij
2021-06-13Store SSAO uniform sets per viewportclayjohn
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-12Make shader compiler again after roughness limiter fixreduz
Fix shader compilation error after merging #49549
2021-06-12Merge pull request #49549 from clayjohn/VULKAN-roughness-limiterJuan Linietsky
Fix roughness limiter derivative
2021-06-12Fix roughness limiter derivativeclayjohn
2021-06-12Fix VoxelGI (works again).reduz
It was broken due to #46046, this makes it work again.
2021-06-12Merge pull request #49520 from pfertyk/issue-46278-empty-texture-crashes-godotRémi Verschelde
Validate texture in RendererStorageRD::free
2021-06-11Validate texture in RendererStorageRD::freePaweł Fertyk
2021-06-11Merge pull request #49312 from RandomShaper/reference_to_ref_countRémi Verschelde
Rename `Reference` to `RefCounted`
2021-06-11Merge pull request #47835 from mortarroad/master-lossless-webpRémi Verschelde
Implement lossless WebP encoding
2021-06-11Fix tangent importingreduz
* Binormal compression was wrong.
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-11Implement lossless WebP encodingMorris Tabor
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-11Merge pull request #42636 from madmiraal/fix-infinite-inertiaRémi Verschelde
2021-06-10Merge pull request #49456 from Chaosus/fix_shader_lengthYuri Roubinsky
Fix `length()` array function usage in shader
2021-06-10Fix `length()` array function usage in shaderYuri Roubinsky
2021-06-09Refactor CommandQueueMTreduz
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
2021-06-09Fix shader compilation with render_mode: `specular_phong`Yuri Roubinsky
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-07Fix uninitialized members in physics query resultsPouleyKetchoupp
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-06Prevent shader crash when returning array when return type is scalarYuri Roubinsky
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
2021-06-05Deleted YSort, moved its functionality directly into Node2D.andriyDev
YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc.
2021-06-04Safe margin cleanupPouleyKetchoupp
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde
2021-06-03Merge pull request #43450 from aaronfranke/mouse-mode-bitwiseRémi Verschelde
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
2021-06-03Rename Vector2 clamped to limit_length and add limit_length to Vector3Aaron Franke
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-03Rename files and the exposed name for Transform3DAaron Franke
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-06-01Move remaining dummy drivers to servers.Fabio Alessandrelli