Age | Commit message (Collapse) | Author |
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Fix shader compilation error after merging #49549
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Fix roughness limiter derivative
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It was broken due to #46046, this makes it work again.
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Validate texture in RendererStorageRD::free
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Rename `Reference` to `RefCounted`
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Implement lossless WebP encoding
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* Binormal compression was wrong.
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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Fix `length()` array function usage in shader
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* 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.
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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* 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.
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Rename Quat to Quaternion
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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.
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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.
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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).
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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.
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Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Also _transform to _transform3d
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Fix some warnings raised by GCC-11.1
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GodotPhysics: Avoid NaNs when calculating inertias for bodies without mass/area
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[4.x] Fix canvas rect bound calculation
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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without areas.
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It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.
This PR fixes this inconsistency.
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Added constants PI, TAU and E to the shader language
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Allow shader arrays to be passed as parameters and return value in functions
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Tweak dozens of editor property hints for consistency
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- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
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Use an enum to represent screen orientation in the Project Settings
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