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2022-10-28Merge pull request #67112 from Chaosus/fix_boolean_uniform_instancesYuri Rubinsky
2022-10-28Merge pull request #67790 from kdada/fix-flash-windowClay John
Make creating window do not flicker when specify custom position
2022-10-28Merge pull request #67498 from Chaosus/fix_shader_crashYuri Rubinsky
2022-10-27Fix ss_effects_flags uniform in clustered forward rendererclayjohn
This comes from an uncaught merge conflict resulting from the split of scene_data into scene_data and implementation_data
2022-10-27Merge pull request #64382 from peastman/supportClay John
Optimized support function for large meshes
2022-10-27Merge pull request #66107 from devloglogan/ambient-light-disabled-fixClay John
Fix ambient_light_disabled render mode flag
2022-10-27Merge pull request #64710 from MinusKube/window-size-crashClay John
Prevent windows from having a size greater than device limit
2022-10-27Merge pull request #67043 from clayjohn/clip_childrenClay John
Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27Merge pull request #66383 from aaronfranke/basis-from-eulerClay John
Clean up Basis from Euler code
2022-10-26Fix EXE_BAD_ACCESS caused by optional argumentGordon MacPherson
This argument is now non optional, but this never hits the same bad access. I voted to simplify the code here since the argument is never used optionally in our codebase.
2022-10-24Make window creation with custom position do not flashWei Guo
2022-10-23Merge pull request #67566 from Sauermann/fix-code-simplificationsClay John
Code simplifications
2022-10-21Clean up Basis from Euler codeAaron Franke
2022-10-19Fix RigidBody3D inertia calculationCykyrios
2022-10-18Optimized support function for large meshesPeter Eastman
2022-10-18Code simplificationsMarkus Sauermann
1. Viewport::get_visible_rect().position is always zero. So Control::get_window_rect is identical to Control::get_global_rect. Remove Control::get_window_rect since it is not used in the source code. 2. sqrt(a * a) = abs(a) for doubles 3. Simplify affine_inverse combination 4. Simplify calculation in shaders
2022-10-16Fix editor crash when assigning some uniform hints to the texturesYuri Rubinsky
2022-10-14Implement multiple clip_children modes for CanvasItemsclayjohn
2022-10-14Make some Image methods statickobewi
2022-10-13Improve behaviour of clip_children by clippingclayjohn
to parent alpha value, but still retaining parent color
2022-10-13Optimize Convex CollisionJuan Linietsky
Implements the Gauss Mapping optimization to SAT convex collision test. * Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius. * Requires adding of face information to edges in MeshData * Took the chance to convert MeshData to LocalVector for performance.
2022-10-13Merge pull request #67335 from clayjohn/GLES3-2d-lightsRémi Verschelde
Add 2D lights to OpenGL3 canvas renderer
2022-10-13Merge pull request #67320 from Calinou/fix-volumetric-fog-low-densityRémi Verschelde
Fix volumetric fog not rendering at densities lower than or equal to 0.001
2022-10-13Merge pull request #67307 from TechnoPorg/lod-radial-distanceRémi Verschelde
Use radial distance for making LOD decisions.
2022-10-12Add 2D lights to OpenGL3 canvas rendererclayjohn
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-13Fix volumetric fog not rendering at densities lower than or equal to 0.001Hugo Locurcio
This allows volumetric fog to render with the lowest density that can be specified in the inspector (0.0001).
2022-10-12Use radial distance for making LOD decisions.TechnoPorg
Previously, only forward basis distance from the camera was used. This means that unnecessarily high LOD levels were used for objects located to the side of the camera. The distance from the camera origin is now used, independently of direction.
2022-10-11Merge pull request #67110 from Chaosus/fix_incorrect_vec3_ubo_fillClay John
Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
2022-10-11Merge pull request #67270 from RandomShaper/slim_usage_msaa_attachmentRémi Verschelde
Restrict MSAA attachment usage to the strictly needed set
2022-10-11Restrict MSAA attachment usage to the strictly needed setPedro J. Estébanez
2022-10-11Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-esRémi Verschelde
Rename remaining "*_enable" to "*_enabled"
2022-10-11Merge pull request #67176 from cooperra/negative-scale-culling-fixRémi Verschelde
Vulkan Clustered: Fix culling of negatively-scaled objects
2022-10-11Merge pull request #64268 from timothyqiu/is-finiteRémi Verschelde
Add `is_finite` method for checking built-in types
2022-10-11Merge pull request #67000 from RandomShaper/split_render_furtherRémi Verschelde
Polish rendering driver refactor further
2022-10-10SCons: Re-enable treating `#warning` as error with `werror`Rémi Verschelde
Replace all TODO uses of `#warning` by proper TODO comments, and will open matching bug reports to keep track of them. We don't have a great track record fixing TODOs, but I'd wager we're even worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10[macOS] Fix window button position and title bar size when editor scale do ↵bruvzg
not match OS UI scale.
2022-10-10Vulkan Clustered: Fix culling of negatively-scaled objectsRobbie Cooper
Negatively scaled objects should be mirrored. This is already implemented, but it breaks when mirrored and non-mirrored instances of the same object are visible together. It turns out that the code that skips-over repeats in `RenderForwardClustered::_render_list_template` also skips the code that accounts for the culling mode of mirrored objects. The solution here is to consider the `mirror` flag when determining repeats. This might result in more draw commands than necessary since a mirrored object can split a group of non-mirrored instances in two. This problem doesn't appear in the mobile renderer because the repeat optimization isn't implemented there yet. The problem still appears in MultiMeshInstance3D in *all* renderers. Fixes #62879 and #58546.
2022-10-09Fix incorrect setup of boolean uniform instancesYuri Rubinsky
2022-10-09Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`Yuri Rubinsky
2022-10-08Merge pull request #67051 from clayjohn/CanvasGroup-clearRémi Verschelde
Allow clearing backbuffer after finishing CanvasGroup
2022-10-08Add `is_finite` method for checking built-in typesHaoyu Qiu
2022-10-07Allow clearing backbuffer after finishing CanvasGroupclayjohn
This avoids an issue where having multiple CanvasGroups overlap would create a weird artifact
2022-10-07Fix material overlay overriding shadow casting logicclayjohn
Material overlay should only cast a shadow if it can cast a shadow and the instance can cast a shadow
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-07Merge pull request #67016 from bruvzg/split_caret_dir_markerRémi Verschelde
Add split caret direction markers. Fix block/overtype caret size.
2022-10-07Merge pull request #66861 from clayjohn/GLES3-mono-uboRémi Verschelde
Use a giant UBO to optimize performance in 2D [OpenGL3]
2022-10-07Add split caret direction markers. Fix block/overtype caret size.bruvzg
2022-10-06Merge pull request #66756 from BastiaanOlij/fix_ssrRémi Verschelde
Fixing artifacts in SSR
2022-10-06Polish rendering driver refactor furtherPedro J. Estébanez
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06Use a giant UBO to optimize performance in 2Dclayjohn
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.