Age | Commit message (Collapse) | Author |
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Added a shader warning about unused local variable
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Use 32bit instead of 64bit 3D render buffer on mobile renderer
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Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
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Add a method to set the number of physics solver iterations in 3D
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Make move_and_slide collision detection more accurate
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Use specialization constants in clustered renderer
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Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor
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Implement the ability to disable classes
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caret jump over snakecase variables in editor
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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Improvements to Label's layout options
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* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
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Fix indexing of multiple reflection probes
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
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This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
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* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
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* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
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Fix Command Queue Crash
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* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
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Fix concave collision with backface collision disabled
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Disabled backface collision is only applied on face separation axes,
because applying it also on edges and vertices was causing some contacts
to be wrongly disabled and contact points to be off.
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* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
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- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
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Fix Boot Splash
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Decrease opacity of the overdraw debug draw mode
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Fix SSR
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* Was broken at some point long time ago, this restores it.
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* Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
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This allows distinguishing higher amounts of overlapping objects.
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* Implements the code to show the boot splash on load using RenderingDevice
* Does not work on X11 when maximized, some platform specific hack will be needed there.
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* Ovedraw debug works again
* Lighting debug works again
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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Expose body_test_motion in 3D physics server
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Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.
Also cleaned a few things in the 2D version.
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
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More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.
Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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Fix surface from array creation
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