Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-13 | Merge pull request #51025 from reduz/fix-directional-shadow-bias | Rémi Verschelde | |
Fix directional shadow bias | |||
2021-08-13 | Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol | Rémi Verschelde | |
Use the Unicode multiplication symbol where relevant | |||
2021-08-13 | Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵ | bruvzg | |
valid RIDs. | |||
2021-08-13 | Merge pull request #51609 from Chaosus/shader_fix_varying_error | Yuri Roubinsky | |
Fix shader crash when using local var with the same name as varying | |||
2021-08-13 | Fix shader crash when using local var with the same name as varying | Yuri Roubinsky | |
2021-08-12 | Merge pull request #51581 from bruvzg/camera_feed_port | Rémi Verschelde | |
Port camera feed to the new RenderingServer API. | |||
2021-08-12 | Use the Unicode multiplication symbol where relevant | Hugo Locurcio | |
2021-08-12 | Merge pull request #51580 from aaronfranke/particles-real-double | Rémi Verschelde | |
Use real_t and double where appropriate in Particles | |||
2021-08-12 | Merge pull request #51536 from ↵ | Rémi Verschelde | |
Calinou/nearest-mipmap-use-nearest-for-minification Use nearest mipmaps for both minification and magnification | |||
2021-08-12 | Port camera feed to the new RenderingServer API. | bruvzg | |
2021-08-12 | Use real_t and double where appropriate in Particles | Aaron Franke | |
2021-08-12 | Use nearest mipmaps for both minification and magnification | Hugo Locurcio | |
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games. | |||
2021-08-12 | Merge pull request #51532 from nekomatata/layer-mask-accessors | Rémi Verschelde | |
Uniformize layer names, script methods and documentation | |||
2021-08-12 | Uniformize layer names, script methods and documentation | PouleyKetchoupp | |
- 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 | |||
2021-08-12 | Merge pull request #51391 from Chaosus/shader_param_names | Rémi Verschelde | |
Added parameter names to shader built-in function autocompletion | |||
2021-08-12 | Added parameter names to shader built-in function autocompletion | Yuri Roubinsky | |
2021-08-12 | Removes an internal error report if shader fails compile | Yuri Roubinsky | |
2021-08-12 | Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter | Rémi Verschelde | |
Fix the Use Nearest Mipmap Filter project setting not working | |||
2021-08-12 | Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearance | Rémi Verschelde | |
Fix CPUParticles2D disappearance after amount change | |||
2021-08-12 | Fix CPUParticles2D disappearance after amount change | floppyhammer | |
2021-08-12 | Fix the Use Nearest Mipmap Filter project setting not working | Hugo Locurcio | |
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart. | |||
2021-08-11 | Make radius & height in CapsuleShape3D independent | PouleyKetchoupp | |
Also changed CapsuleMesh to make settings consistent between render and physics. | |||
2021-08-11 | Merge pull request #41634 from KoBeWi/the_independence | Rémi Verschelde | |
2021-08-11 | Make radius & height in CapsuleShape2D independent | Tomasz Chabora | |
2021-08-11 | Decrease the default depth of field bokeh quality | Hugo Locurcio | |
This makes depth of field perform better out of the box, with little visual difference. | |||
2021-08-11 | Merge pull request #51486 from reduz/fixes-to-mobile-renderer | Rémi Verschelde | |
Fixes and optimizations to mobile renderer | |||
2021-08-11 | Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline | Yuri Roubinsky | |
2021-08-11 | Break futher shader compilation after missing `;` after`shader_type` | Yuri Roubinsky | |
2021-08-11 | Allow using more assignment operators on matrixes in shaders | Yuri Roubinsky | |
2021-08-11 | Merge pull request #51494 from Chaosus/shader_fix_varying_crashes | Yuri Roubinsky | |
2021-08-11 | Fix shader crash when using varying array in fragment->light context | Yuri Roubinsky | |
2021-08-11 | Merge pull request #51490 from nekomatata/clean-character-body | Rémi Verschelde | |
Remove infinite inertia and ray shapes from CharacterBody | |||
2021-08-11 | Merge pull request #51178 from Geometror/layout-options-textline-textparagraph | Rémi Verschelde | |
Various text layout improvements (TextLine, TextParagraph, Label, TextServer) | |||
2021-08-10 | Use f0 instead of albedo in blinn and phong | clayjohn | |
2021-08-10 | Fixes and optimizations to mobile renderer | reduz | |
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug). | |||
2021-08-11 | Various text layout improvements (TextLine, TextParagraph, Label, TextServer) | Hendrik Brucker | |
2021-08-10 | Merge pull request #51411 from clayjohn/VULKAN-blinn-phong | Rémi Verschelde | |
[4.0] Make Blinn and Phong specular modes take albedo into account | |||
2021-08-10 | Remove infinite inertia and ray shapes from CharacterBody | PouleyKetchoupp | |
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead. | |||
2021-08-10 | Merge pull request #51017 from vnen/extension-fixes | Rémi Verschelde | |
2021-08-10 | Merge pull request #51457 from nekomatata/moving-platforms-3d | Rémi Verschelde | |
Fix 3D moving platform logic | |||
2021-08-10 | Merge pull request #50682 from aaronfranke/basis-looking-at | Rémi Verschelde | |
Move code for looking_at to Basis | |||
2021-08-10 | Merge pull request #51467 from Chaosus/fix_aa | Rémi Verschelde | |
Fix incorrect border width of antialiased lines | |||
2021-08-10 | Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors | Rémi Verschelde | |
Clamp negative colors regardless of the tonemapper to avoid artifacts | |||
2021-08-10 | Merge pull request #51417 from clayjohn/Vulkan-horizon-so | Rémi Verschelde | |
Add horizon specular occlusion | |||
2021-08-10 | Fix incorrect border width of antialiased lines | Yuri Roubinsky | |
2021-08-09 | Fix 3D moving platform logic | PouleyKetchoupp | |
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com> | |||
2021-08-09 | Make Blinn and Phong specular modes PBR | clayjohn | |
2021-08-09 | Some work on double support | Aaron Franke | |
2021-08-09 | Merge pull request #51446 from nekomatata/fix-moving-platform-rotation | Rémi Verschelde | |
Fix applied rotation from moving platforms in move_and_slide | |||
2021-08-09 | Fix applied rotation from moving platforms in move_and_slide | PouleyKetchoupp | |
When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations. |