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2022-03-17Merge pull request #59062 from BastiaanOlij/storagerd_textureRémi Verschelde
2022-03-16Merge pull request #59209 from rburing/fix_pinjoint2d_inertia_tensorRémi Verschelde
`PinJoint2D`: fix inertia tensor, taking center of mass into account
2022-03-16PinJoint2D: fix inertia tensor, taking center of mass into accountRicardo Buring
2022-03-16Cleanup and fix native struct definitions.bruvzg
2022-03-16Merge pull request #59140 from reduz/physics-server-extensionRémi Verschelde
2022-03-16Split dummy renderer classes into separate filesBastiaan Olij
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16Merge pull request #49092 from BastiaanOlij/multiview_clusteredRémi Verschelde
Add multiview support to the clustered forward renderer
2022-03-15Create GDExtension clases for PhysicsServer3Dreduz
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support) * Some changes on native struct binding for PhysicsServer This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
2022-03-15Merge pull request #45263 from KoBeWi/😕Rémi Verschelde
2022-03-14Fix D_GGX code which can cause divide-by-zero valsnowapril
When given roughness is lower than 0.01, d value in original code will be zero. This can make last return value as NAN because of divide-by-zero. This is well addressed in issue #56373. Modified code is referenced on D_GGX function of google/filament (https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79) Signed-off-by: snowapril <sinjihng@gmail.com>
2022-03-13Merge pull request #59107 from otonashixav/expose-add-animation-sliceRémi Verschelde
2022-03-13Fix text clipping on the right side.bruvzg
2022-03-13Expose `RenderingServer::canvas_item_add_animation_slice` in GDScriptXavier Loh
2022-03-13Merge pull request #58819 from vreon/fix-eyedir-zRémi Verschelde
Fix flipped EYEDIR.z in sky shaders
2022-03-11Add options to embolden and transform font outlines to simulate bold and ↵bruvzg
italic typefaces.
2022-03-10Merge pull request #58781 from BastiaanOlij/openxr_signals_and_eventsRémi Verschelde
Adding signals and events to OpenXR interface
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-03-10Adding signals and events to OpenXR interfaceBastiaan Olij
Improving interaction profile logic
2022-03-09Change some math macros to constexprkobewi
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09Remove unused GDNative codeRémi Verschelde
This has been superseded by GDExtension so this code is no longer useful nor usable. There's still some GDNative-related stuff in platform export code which needs to be adapted for GDExtension (e.g. to include GDExtension libraries in exports).
2022-03-08Sky renderer: Only flip Z when calculating panorama_coordsJesse Dubay
2022-03-08Merge pull request #49447 from Calinou/remove-shadow-color-propertyRémi Verschelde
Remove unused `shadow_color` property from Light3D
2022-03-07Merge pull request #58779 from techiepriyansh/forward-mobile-ambient-accumRémi Verschelde
2022-03-06Sky renderer: Don't invert Z component of light directionJesse Dubay
2022-03-07Merge pull request #58832 from reduz/uniform-set-cacheRémi Verschelde
Add a UniformSet cache
2022-03-06[4.x] BVH - Fix area-area collision regressionlawnjelly
Minimal approach to fixing regression whereby static areas where not detect dynamic areas.
2022-03-06Add a UniformSet cachereduz
* Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-05Fix flipped EYEDIR.z in sky shadersJesse Dubay
2022-03-05[TextServer] Improve word breaking when there are multiple spaces between words.bruvzg
2022-03-05use the computed value ambient_accum for ambient_light in ↵Priyansh Rathi
scene_forward_mobile.glsl
2022-03-04Merge pull request #57630 from lawnjelly/bvh4_templated_checksRémi Verschelde
[4.x] BVH - Sync BVH with 3.x
2022-03-04Remove unused `shadow_color` property from Light3DHugo Locurcio
This shadow color property was no longer effective since the shaders were optimized to improve occupancy.
2022-03-04Merge pull request #58734 from Calinou/tweak-render-timestamp-namesRémi Verschelde
Tweak render timestamp names for explicitness and consistency
2022-03-04Merge pull request #58512 from Calinou/light3d-add-distance-fadeRémi Verschelde
2022-03-04Tweak render timestamp names for explicitness and consistencyHugo Locurcio
- Add 2D and 3D in timestamp names when needed to avoid ambiguity. - Use present tense in all render timestamp names. - Add a space after ">" (begin) and "<" (end) symbols. - Remove redundant "End" in render timestamp names (indicated by "<").
2022-03-03Add multiview/stereoscopic rendering support to the clustered forward rendererBastiaan Olij
2022-03-02Revert "PitchShift effect quality and performance tweaks for different pitch ↵Rémi Verschelde
scale values"
2022-03-01Revert "Fix particle trail glitch"Rémi Verschelde
2022-02-28Merge pull request #58614 from Calinou/ssr-roughness-quality-enum-fix-typoRémi Verschelde
Fix typo in SSR roughness quality enum value names
2022-02-28Merge pull request #58549 from floppyhammer/fix-particle-trailRémi Verschelde
Fix particle trail glitch
2022-02-28Fix typo in SSR roughness quality enum value namesHugo Locurcio
2022-02-26Fix particle trail glitchfloppyhammer
2022-02-25Implement distance fade properties in OmniLight3D and SpotLight3DHugo Locurcio
This can be used to fade lights and their shadows in the distance, similar to Decal nodes. This can bring significant performance improvements, especially for lights with shadows enabled and when using higher-than-default shadow quality settings. While lights can be smoothly faded out over distance, shadows are currently "all or nothing" since per-light shadow color is no longer customizable in the Vulkan renderer. This may result in noticeable pop-in when leaving the shadow cutoff distance, but depending on the scene, it may not always be that noticeable.
2022-02-25Improve popup window handling.bruvzg
Add window FLAG_POPUP and a platform specific routines to control popup auto-hiding and event forwarding.
2022-02-23Filament specular fix. Clamp dot product between normal and view vectors. ↵Darryl Ryan
Fixes #58459.
2022-02-23Merge pull request #56394 from BastiaanOlij/OpenXR_Core4Rémi Verschelde
2022-02-23Merge pull request #57956 from Eoin-ONeill-Yokai/audio_stream_hotfixRémi Verschelde
2022-02-23Implementing OpenXR driverBastiaan Olij
2022-02-22Use Filament specular models and parametrizationclayjohn
2022-02-22Add missing binding to AudioStream classEoin O'Neill
This allows for the extension of AudioStream where you can call `instance_plackback` on child AudioStream instances within gdscript, much like the implementation of some child classes in C++. See `AudioStreamRandomPitch` for an example of how this can be used.