Age | Commit message (Collapse) | Author |
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(cherry picked from commit 3e7752463aed5adc59dc0f962e541b691800315f)
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This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
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Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
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(cherry picked from commit 6229c2a1f99135b841ce43f2728b4ac35a9b1938)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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(cherry picked from commit d904516e553426dae1fa40566e3fe67f6213e769)
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The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
(cherry picked from commit e4d5cecd4c5e571b6f46b2a7d3e693d09277eb37)
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(cherry picked from commit d7aed57b60a06a46a8495b5c605c078fe72a220b)
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Shlick term
(cherry picked from commit 2c000cb72fc04fd76c5d3b6bc53955f83bf50c71)
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three significant digits, so values down to "0.001" can be specified.
Updated additional 2D and 3D physics parameters based on team recommendations
Co-Authored-By: Ricardo Buring <rburing@users.noreply.github.com>
(cherry picked from commit 1d1d3c71e0b0f588150e8149c9bfe32afbb5e437)
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Fix PhysicsDirectSpaceState3D::_collide_shape return type.
Also PhysicsDirectSpaceState2D::_collide_shape.
(cherry picked from commit 61429a5f49f2509f631703886b8b3234701a0206)
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(cherry picked from commit fd8f26f26e2f8875e4e305bc22f04f0deaf9a44c)
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(cherry picked from commit 59c31004f8c6feed601f2bfeedb86959563a4ef0)
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(cherry picked from commit bec1182093febd37362766d67b6e78895343434a)
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(cherry picked from commit be64ffd25d0be68dce2b568c79347bab8101ac23)
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Fixes #58113
(cherry picked from commit 26aecbfe572c7c1164cfb36088aaf443a73f99df)
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are visible
(cherry picked from commit f25508befb4f0358ba8a8aaa35cdee4d9c20637c)
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(cherry picked from commit 06a1fe03644c57256b90b2840db1ef902187145a)
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spatial shader
(cherry picked from commit 528e0d095eba65804e3b4174f8138cdc920382a9)
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(cherry picked from commit 903aa0e385ac79ca747029c0e12823b2671304a8)
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(cherry picked from commit 1adc4e5875782c064759bf810c511ac42b0f2d05)
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(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
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Add warnings for unsupported features in mobile and gl_compatibility backends
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Increase SSAO and SSIL bias to account for variance in mipmap generation
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Use the original canvas to calculate light positioning
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Fix CCD in case of multiple supports in motion direction
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Fix hanging if audiostream's pitch_scale is NaN
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Improvements and fixes based on Weblate comments
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Avoid memory corruption when GodotConvexPolygonShape3D is setup more than once
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Fix sampling bug when SSAO is using half size
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Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation.
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Fix navigation debug not toggleable in scripts
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default values from documentation.
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Fixes that navigation debug was not toggleable in script while even the docs mentioned it.
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Users can still go down to 21 when using GL Compatibility.
This makes the default behavior match the default renderer, and thus avoids
a warning in the out of the box experience.
Also mark texture compression settings as basic, since out of the box users
who want to export to Android will need to enable ETC2/ASTC manually.
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Unbinds NavigationServer3D.process().
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Notify mesh surface when render_priority changes
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This ensures that the mesh properly takes render_priority into account when changed
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Fix various missing rendering parameter checks
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Move some `worker_thread_pool.h` includes out of header files
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