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2021-08-09Clamp negative colors regardless of the tonemapper to avoid artifactsHugo Locurcio
Color artifacts could be visible when using negative lights with the Filmic and ACES tonemapping operators, as these did not clamp negative colors.
2021-08-09Merge pull request #51155 from Chaosus/shader_fix_specular_modeRémi Verschelde
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-08[Text Server] Improve object (image/table) inline alignment.bruvzg
2021-08-07Merge pull request #51356 from Chaosus/shader_dialogYuri Roubinsky
2021-08-07Added editor dialog for easily creating shaders.Yuri Roubinsky
2021-08-07Invert how `global_rate_scale` value works, and rename it to ↵Michael Alexsander
`playback_speed_scale`
2021-08-07Fix Transform::xform(Plane) functionslawnjelly
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).
2021-08-06Merge pull request #51309 from Chaosus/fix_uniform_error_spamRémi Verschelde
Fix incorrect checking of uniform set to prevent error spam
2021-08-06Merge pull request #49924 from BastiaanOlij/mobile_render_subpassRémi Verschelde
Use subpasses to do 3D rendering and resolve in mobile renderer
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-08-06Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)Yuri Roubinsky
2021-08-06Merge pull request #51082 from ellenhp/fix_cubic_resamplingRémi Verschelde
2021-08-06Fix incorrect checking of uniform set to prevent error spamYuri Roubinsky
2021-08-01Merge pull request #50942 from BastiaanOlij/cubemap_rasterRémi Verschelde
Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01Porting cubemap compute shaders to raster for the mobile rendererBastiaan Olij
2021-07-31Merge pull request #50625 from nekomatata/body-one-direction-layersRémi Verschelde
One-directional collision layer check for rigid bodies and soft bodies
2021-07-31Fix 'Attempted to remove invalid ID' errorsRafał Mikrut
2021-07-30Fix Godot's cubic resampling algorithmEllen Poe
2021-07-30Expose Vulkan's clustered and mobile backends in the project managerHugo 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.
2021-07-30Revert "Implement a new resampling algorithm in AudioStreamPlaybackResampled"Ellen Poe
This reverts commit b2264cb48be48f7bcb16dfba126da8073b6e4c3f.
2021-07-26Merge pull request #50891 from Vitika9/50852Hugo Locurcio
Removed redundant assignment of `blur_pipeline`
2021-07-26Merge pull request #50895 from Chaosus/fix_shader_crashRémi Verschelde
Fix editor crash if passing index as variable to function parameter
2021-07-26Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde
Implement Binary Shader Compilation
2021-07-26Fix editor crash if passing index as variable to function parameterYuri Roubinsky
2021-07-26Fixed coding stylevitika9
2021-07-26Merge pull request #50884 from Chaosus/fix_shader_crashRémi Verschelde
Prevents shader crashing if varying assigned incorrectly by using compound assignment operators (*=, += etc.)
2021-07-26Fix expression in `cluster_builder_rd.h`Nicholas Huelin
This expression should now work as intended.
2021-07-26Prevents shader crashing if varying assigned incorrectlyYuri Roubinsky
2021-07-26Implement Binary Shader Compilationreduz
* 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.
2021-07-26Fix compilation of `shader_language.cpp`Yuri Roubinsky
2021-07-26Merge pull request #50729 from Chaosus/shader_varying_enchancements2Rémi Verschelde
Allow using vertex-stage varying in both `fragment` and `light` functions
2021-07-26Merge pull request #50728 from Chaosus/shader_varying_enchancementsRémi Verschelde
Allow using vertex varying in custom functions under any circumstances
2021-07-26Merge pull request #50856 from SirQuartz/patch-32Rémi Verschelde
Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h`
2021-07-25Fix 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.
2021-07-25Fix various typosluz 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`
2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Merge pull request #50250 from luzpaz/typosRémi Verschelde
Fix various typos
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragmentRémi Verschelde
2021-07-25Fix various typos with codespellluz 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`
2021-07-25Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-22Allow using vertex-stage varying in both `fragment` and `light` Yuri Roubinsky
2021-07-22Allow using vertex varying in custom functions under any circumstancesYuri Roubinsky
2021-07-21Forbid varyings from assigning in custom functions to prevent crashesYuri Roubinsky
2021-07-21Merge pull request #50489 from Chaosus/shader_varyingRémi Verschelde
Prevent error if varying assigned but not used (push warning instead)
2021-07-21Merge pull request #50686 from Calinou/use-standard-inf-nan-constantsRémi Verschelde
Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo 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.
2021-07-21Use is_equal_approx in more placesAaron Franke