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2020-12-27Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanupRémi Verschelde
Cleanup leftover functions from adding SSAO
2020-12-27Merge pull request #44705 from Chaosus/shader_fix_array_postinitYuri Roubinsky
Fix using post-init shader array constructors
2020-12-26Cleanup leftover functions from adding SSAOclayjohn
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
2020-12-27Fix using post-init shader array constructorsYuri Roubinsky
2020-12-27Merge pull request #44436 from Chaosus/shader_const_switchYuri Roubinsky
Added support for constants in shader `case` and array size declaration
2020-12-24Merge pull request #44656 from reduz/cull-fixes-and-optimizationsJuan Linietsky
Cull fixes and optimizations
2020-12-24Merge pull request #44649 from lyuma/bone_aabb_blendshapesRémi Verschelde
Fix blendshapes and calculation of bone_aabbs
2020-12-24Cull fixes and optimizationsreduz
2020-12-24Fix BVH to world_aabb, and call updatelawnjelly
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24Merge pull request #44641 from reduz/get-frame-setup-timeRémi Verschelde
Add API to get frame setup time on CPU
2020-12-24Fix blendshapes and calculation of bone_aabbsLyuma
Blendshapes without a skeleton already worked. However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes. This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24Merge pull request #44623 from reduz/rewrite-renderer-indexerJuan Linietsky
Replace Octree by DynamicBVH in cull code
2020-12-24Add API to get frame setup time on CPUreduz
Needed for benchmarks
2020-12-23Bind viewport measure functionsreduz
2020-12-23Replace Octree by DynamicBVH in cull codereduz
-Much greater pairing/unpairing performance -For now, using it for culling too, but this will change in a couple of days. -Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23Merge pull request #44605 from madmiraal/rename-control-marginRémi Verschelde
Rename Control margin to offset
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-23Merge pull request #44487 from bruvzg/ctl_fixes_2Rémi Verschelde
[CTL] Fix RTL scrolling and tabs selection.
2020-12-22Merge pull request #44182 from clayjohn/ASSAORémi Verschelde
Replace SAO with ASSAO as Godot's new SSAO
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-21Merge pull request #44566 from madmiraal/fix-redefined-default-parameterRémi Verschelde
Ensure default value in _render_shadow is the same as parent
2020-12-21Improve fill aligned text hit testing.bruvzg
2020-12-21Ensure default value in _render_shadow is the same as parentMarcel Admiraal
Use double instead of int for the p_lod_distance_multiplier default value in RendererSceneRenderForward::_render_shadow to match parent default value in RendererSceneRenderRD::_render_shadow
2020-12-21Rename XRPositionalTracker methodsMarcel Admiraal
Renames: - set_type() -> set_tracker_type() - set_name() -> set_tracker_name() - get_tracks_orientation() - `is_tracking_orientation() - get_tracks_position() -> `is_tracking_position() - get_hand() -> get_tracker_hand() - set_hand() -> set_tracker_hand()
2020-12-21Always include space characters (including tabs and other space-like chars) ↵bruvzg
into selection rectangles.
2020-12-21Merge pull request #44261 from madmiraal/rename-trackerhand-enumsRémi Verschelde
Rename TrackerHand enums
2020-12-19Fixes collisions in Godot 3D physicsExxion
2020-12-19Merge pull request #44521 from madmiraal/rename-rect2-clipRémi Verschelde
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19Merge pull request #33207 from Calinou/increase-camera-default-zfarRémi Verschelde
Increase the default Camera Zfar to 4000
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-12-19Fix error spam on wrong attachmentreduz
-For now, disable reading from depth this was always broken, needs to be fixed later -Give better error showing binding and set when this happens.
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-18Improved shadow rendering efficiencyreduz
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-17Added support for constants in shader `case` and array size declarationYuri Roubinsky
2020-12-17Merge pull request #44360 from bruvzg/ctl_punct_word_breakRémi Verschelde
Add word breaks on punctuation characters.
2020-12-16Reimplement skeletons and blend shapesreduz
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-15Merge pull request #44286 from clayjohn/VULKAN-fixesRémi Verschelde
Fixes to recent Vulkan errors
2020-12-15Remove Generic6DOFJoint precision propertyMarcel Admiraal
2020-12-15Merge pull request #44112 from ↵Rémi Verschelde
winterpixelgames/PR-more-deterministic-and-reliable-2d-physics make 2d constraint solving more deterministic by solving in push order
2020-12-14Add word breaks on punctuation characters.bruvzg
2020-12-13[Complex Text Layouts] Add variable fonts support.bruvzg
2020-12-10Fixes to recent Vulkan errorsclayjohn
2020-12-10Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2Rémi Verschelde
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years, so let's drop it instead of keeping a compress type which doesn't work. The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10Rename TrackerHand enumsMarcel Admiraal
Renames: TRACKER_LEFT_HAND -> TRACKER_HAND_LEFT TRACKER_RIGHT_HAND -> TRACKER_HAND_RIGHT
2020-12-09Merge pull request #44128 from KoBeWi/🧹Rémi Verschelde
Cleanup unused engine code
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.