Age | Commit message (Collapse) | Author |
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* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
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* 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.
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Method from `String`
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* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
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Fix typo in `CUSTOM_IRRADIANCE` calculations
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Add missing null check for ShaderData
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Store SSAO uniform sets per viewport
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Fix invalid read when using MultiMesh
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Implement visibility range and dependencies
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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).
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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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