Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-07 | Invert how `global_rate_scale` value works, and rename it to ↵ | Michael Alexsander | |
`playback_speed_scale` | |||
2021-08-07 | Fix Transform::xform(Plane) functions | lawnjelly | |
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling. Optimization of calling sites to prevent loss of performance from the changes to xform(Plane). | |||
2021-08-06 | Merge pull request #51309 from Chaosus/fix_uniform_error_spam | Rémi Verschelde | |
Fix incorrect checking of uniform set to prevent error spam | |||
2021-08-06 | Merge pull request #49924 from BastiaanOlij/mobile_render_subpass | Rémi Verschelde | |
Use subpasses to do 3D rendering and resolve in mobile renderer | |||
2021-08-06 | Use subpasses to do 3D rendering and resolve in mobile renderer | Bastiaan Olij | |
2021-08-06 | Merge pull request #51082 from ellenhp/fix_cubic_resampling | Rémi Verschelde | |
2021-08-06 | Fix incorrect checking of uniform set to prevent error spam | Yuri Roubinsky | |
2021-08-01 | Merge pull request #50942 from BastiaanOlij/cubemap_raster | Rémi Verschelde | |
Porting cubemap compute shaders to raster for the mobile renderer | |||
2021-08-01 | Porting cubemap compute shaders to raster for the mobile renderer | Bastiaan Olij | |
2021-07-31 | Merge pull request #50625 from nekomatata/body-one-direction-layers | Rémi Verschelde | |
One-directional collision layer check for rigid bodies and soft bodies | |||
2021-07-31 | Fix 'Attempted to remove invalid ID' errors | Rafał Mikrut | |
2021-07-30 | Fix Godot's cubic resampling algorithm | Ellen Poe | |
2021-07-30 | Expose Vulkan's clustered and mobile backends in the project manager | Hugo Locurcio | |
Since OpenGL will not be available in Godot 4.0, this exposes a choice between Vulkan clustered and Vulkan mobile in the project manager. Despite the name, Vulkan mobile has many benefits on desktop platforms. It provides better performance on simple scenes, and ensures that you won't accidentally use unsupported features while testing your project on desktop platforms. The Vulkan backend setting was made into a "basic" setting so that it can be changed without having to enable the Advanced Settings toggle. This also improves list formatting to use bullet points and tweaks the property hint to be more descriptive. | |||
2021-07-30 | Revert "Implement a new resampling algorithm in AudioStreamPlaybackResampled" | Ellen Poe | |
This reverts commit b2264cb48be48f7bcb16dfba126da8073b6e4c3f. | |||
2021-07-26 | Merge pull request #50891 from Vitika9/50852 | Hugo Locurcio | |
Removed redundant assignment of `blur_pipeline` | |||
2021-07-26 | Merge pull request #50895 from Chaosus/fix_shader_crash | Rémi Verschelde | |
Fix editor crash if passing index as variable to function parameter | |||
2021-07-26 | Merge pull request #50847 from reduz/implement-binary-shader-compilation | Rémi Verschelde | |
Implement Binary Shader Compilation | |||
2021-07-26 | Fix editor crash if passing index as variable to function parameter | Yuri Roubinsky | |
2021-07-26 | Fixed coding style | vitika9 | |
2021-07-26 | Merge pull request #50884 from Chaosus/fix_shader_crash | Rémi Verschelde | |
Prevents shader crashing if varying assigned incorrectly by using compound assignment operators (*=, += etc.) | |||
2021-07-26 | Fix expression in `cluster_builder_rd.h` | Nicholas Huelin | |
This expression should now work as intended. | |||
2021-07-26 | Prevents shader crashing if varying assigned incorrectly | Yuri Roubinsky | |
2021-07-26 | Implement Binary Shader Compilation | reduz | |
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse. | |||
2021-07-26 | Fix compilation of `shader_language.cpp` | Yuri Roubinsky | |
2021-07-26 | Merge pull request #50729 from Chaosus/shader_varying_enchancements2 | Rémi Verschelde | |
Allow using vertex-stage varying in both `fragment` and `light` functions | |||
2021-07-26 | Merge pull request #50728 from Chaosus/shader_varying_enchancements | Rémi Verschelde | |
Allow using vertex varying in custom functions under any circumstances | |||
2021-07-26 | Merge pull request #50856 from SirQuartz/patch-32 | Rémi Verschelde | |
Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h` | |||
2021-07-25 | Fix always true expression in `cluster_builder_rd.h` | Nicholas Huelin | |
This pull request fixes an issue where an expression would always evaluate to `true` no matter what. | |||
2021-07-25 | Fix various typos | luz paz | |
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint` | |||
2021-07-25 | Merge pull request #50809 from akien-mga/iterators-const-references | Rémi Verschelde | |
2021-07-25 | Merge pull request #50250 from luzpaz/typos | Rémi Verschelde | |
Fix various typos | |||
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-25 | Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment | Rémi Verschelde | |
2021-07-25 | Fix various typos with codespell | luz paz | |
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint` | |||
2021-07-25 | Use fragment shader instead of compute shader for effects for mobile renderer | Bastiaan Olij | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-22 | Move `alert` function from `DisplayServer` to `OS`. | bruvzg | |
2021-07-22 | Allow using vertex-stage varying in both `fragment` and `light` | Yuri Roubinsky | |
2021-07-22 | Allow using vertex varying in custom functions under any circumstances | Yuri Roubinsky | |
2021-07-21 | Forbid varyings from assigning in custom functions to prevent crashes | Yuri Roubinsky | |
2021-07-21 | Merge pull request #50489 from Chaosus/shader_varying | Rémi Verschelde | |
Prevent error if varying assigned but not used (push warning instead) | |||
2021-07-21 | Merge pull request #50686 from Calinou/use-standard-inf-nan-constants | Rémi Verschelde | |
Use the standard C `INFINITY` and `NAN` constants directly | |||
2021-07-21 | Use the standard C `INFINITY` and `NAN` constants directly | Hugo Locurcio | |
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly. | |||
2021-07-21 | Use is_equal_approx in more places | Aaron Franke | |
2021-07-20 | Merge pull request #50537 from Calinou/improve-shader-error-output-2 | Rémi Verschelde | |
Add error marking to the shader error console output | |||
2021-07-20 | Merge pull request #50605 from Calinou/tweak-shader-code-style | Rémi Verschelde | |
Use C++11 raw literals for shader code to improve readability | |||
2021-07-20 | Merge pull request #50618 from reduz/implement-more-specialization-constants | Rémi Verschelde | |
Implement more rendering options as specialization constants | |||
2021-07-19 | Implement more rendering options as specialization constants | reduz | |
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality. | |||
2021-07-19 | One-directional collision layer check for rigid bodies and soft bodies | PouleyKetchoupp | |
Check for each body individually if it collides with the other one or ignores it. When a body is being ignored, the other body's mass is considered infinite when applying impulses to avoid extra overlapping. | |||
2021-07-19 | Merge pull request #50604 from aaronfranke/float-array-cast | Rémi Verschelde | |
Explicitly cast real_t to float when creating a float array |