Age | Commit message (Collapse) | Author |
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This reverts commit 1058a57666cafadbbeeed5a42a72f0e4f627a389.
RenderingDevice is meant to be instantiated in scripts, not a singleton.
This actually doesn't work properly right now, but reduz will fix it.
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Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.
This also improves property hints for MSAA and FXAA.
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Increase the default Camera3D field of view to 75
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Calculate sun diameter even when not using shadows
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A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.
Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.
Since this changes the default value, this may break existing projects
slightly.
For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
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Improve shader time roll over
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- Resurrect it for GL ES 2
- Add it to the Vulkan rasterizer
- Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
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Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled.
This change just adds a back plane to the convex shape used for the culling volume.
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[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
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RasterizerStorageRD: Don't override format value
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Fix shader constant sorting
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Fix missing DEFVAL for RenderingDevice.index_buffer_create
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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Correct typo mistake of profiler_add_frame_data argument in physics 3d server
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DocData: Skip unexposed classes
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Properly expose classes that we actually want accessible.
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Add missing enum bindings.
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Update many docs with recent rendering changes
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Implement global and per instance shader uniforms.
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Add light size to Sky Shaders
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Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
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Assign zero to range when ConvexPolygonShape2D is empty.
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Implement decals
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Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
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Fix set_sleep_state in Bullet body direct state
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It was inverted, it should set the body to be active when sleep is disabled.
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Add vogel filter and settings to soft shadows
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Add screen space AA option, with FXAA implementation.
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Fix add_force in Godot Physics RigidBody
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