Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-01-05 | Merge pull request #56220 from ↵ | JFonS | |
williamd67/GPULightmapper-implement-sky-ambient-light GPULightmapper: react on sky ambient properties | |||
2022-01-05 | Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down | Rémi Verschelde | |
2022-01-05 | Merge pull request #56278 from GanidhuAbey/dof_msaa_bug | Rémi Verschelde | |
2022-01-05 | Fix incorrect format and buffer used for bone weights. | bruvzg | |
2022-01-04 | Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range | Rémi Verschelde | |
Decrease the default dynamic range in VoxelGIData to 2.0 | |||
2022-01-04 | Merge pull request #54791 from NHodgesVFX/master | Rémi Verschelde | |
[4.x] add more OpenGL attributes | |||
2022-01-04 | Merge pull request #56486 from Chaosus/shader_fix_render_mode | Yuri Roubinsky | |
2022-01-04 | Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter | Rémi Verschelde | |
Add `RenderingServer.get_video_adapter_type()` method | |||
2022-01-04 | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | |
2022-01-04 | Merge pull request #55386 from Calinou/allow-disable-depth-prepass | Rémi Verschelde | |
2022-01-04 | Fix `world_vertex_coords` render mode usage in the shaders | Yuri Roubinsky | |
2022-01-04 | Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth | JFonS | |
Use 16-bit depth to improve dynamic VoxelGI performance | |||
2022-01-04 | Merge pull request #56477 from Chaosus/fix_device_crash | Yuri Roubinsky | |
2022-01-04 | Merge pull request #51206 from clayjohn/Vulkan-ASSGI | Rémi Verschelde | |
2022-01-04 | Merge pull request #54409 from clayjohn/VULKAN-glow-flicker | Rémi Verschelde | |
2022-01-04 | Add a check for device in shader lang to prevent startup editor crash | Yuri Roubinsky | |
2022-01-04 | Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields | Rémi Verschelde | |
Remove unused struct fields in VoxelGIData | |||
2022-01-04 | Merge pull request #55422 from Calinou/gi-shader-remove-unused-define | Rémi Verschelde | |
Remove unused code in GI shaders | |||
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2022-01-03 | Add a shader warning when the uniform buffer limit is exceeded | Yuri Roubinsky | |
2022-01-03 | Merge pull request #56190 from Chaosus/shader_varying_pass_to_func | Rémi Verschelde | |
2022-01-03 | Merge pull request #56187 from Chaosus/fix_default_texture | Rémi Verschelde | |
2022-01-03 | Merge pull request #56370 from Chaosus/fix_shader_instance_uniform | Rémi Verschelde | |
2022-01-02 | Fix various typos | luz paz | |
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change | |||
2021-12-31 | Fix incorrect updating global uniform buffer | Yuri Roubinsky | |
2021-12-29 | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | |
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | |||
2021-12-26 | fixed depth of field bug with msaa | GanidhuAbey | |
2021-12-24 | GPULightmapper: react on sky ambient properties | William Deurwaarder | |
The panorama texture creation, used by GPULightmapper, has been adjusted to also take the sky ambient properties into account. | |||
2021-12-24 | GPULightmapper: cube to panorama copy function flip y based on flag | William Deurwaarder | |
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added. | |||
2021-12-23 | Allow pass varyings as out param to the function, when it's possible | Yuri Roubinsky | |
2021-12-23 | Fix default texture of unassigned sampler with hint_normal | Yuri Roubinsky | |
2021-12-21 | Refactor render_mode in shaders, forbid declaring duplicates | Yuri Roubinsky | |
2021-12-20 | [Headless] Workaround texture load failure. | Fabio Alessandrelli | |
Some assets are loaded based on OS/server feature detection, namely textures (but potentially others). The ResourceImporter will fail to load a texture if the OS reports not supporting it. The OS, in turn, checks texture format support via the RenderingServer. This commit makes the dummy rasterizer report known texture formats as supported (although unused), so that scenes can be correctly loaded when they include references to imported textures. | |||
2021-12-16 | Merge pull request #55970 from Chaosus/shader_fix_struct_warning | Rémi Verschelde | |
2021-12-15 | Fix struct usage passing to shader warning system | Yuri Roubinsky | |
2021-12-15 | Rename shader hint `filter_anisotropy` to `filter_anisotropic` | Yuri Roubinsky | |
2021-12-15 | Fix shader array parsing in variable declaration | Yuri Roubinsky | |
2021-12-15 | Merge pull request #55903 from Chaosus/shader_struct | Rémi Verschelde | |
2021-12-15 | Merge pull request #55913 from Chaosus/fix_shader_crash | Rémi Verschelde | |
2021-12-15 | Rename shader hint `filter_aniso` to `filter_anisotropy` | Yuri Roubinsky | |
2021-12-13 | Fix shader crash when assigned array from struct to a variable by index | Yuri Roubinsky | |
2021-12-13 | Allow declaring multiple members in one expression in shader structs | Yuri Roubinsky | |
2021-12-11 | Restore shader parsing errors with lack of semicolon in a block | Yuri Roubinsky | |
2021-12-10 | Merge pull request #55736 from nekomatata/physics-apply-forces | Camille Mohr-Daurat | |
Improve RigidDynamicBody force and torque API | |||
2021-12-10 | Merge pull request #55773 from nekomatata/fix-raycast-ccd | Camille Mohr-Daurat | |
Fix rigid body ray cast CCD in 2D and 3D Godot Physics | |||
2021-12-10 | Fix rigid body ray cast CCD in 2D and 3D Godot Physics | PouleyKetchoupp | |
For 2D: Raycast CCD now works the same as in 3D, it changes the body's velocity to place it at the impact position instead of generating a contact point that causes a wrong push back. For both 2D and 3D: The raycast CCD process reads and modifies body velocities, so it needs to be moved to pre_solve() instead of setup() to be processed linearly on the main thread, otherwise multithreading can cause some CCD results to be randomly lost when multiple collisions occur. | |||
2021-12-10 | Improve RigidDynamicBody force and torque API | PouleyKetchoupp | |
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers. | |||
2021-12-10 | Merge pull request #55702 from nekomatata/physics-solver-settings | Rémi Verschelde | |
2021-12-10 | Rename `hint_aniso` to `hint_anisotropy` in the shader language | Hugo Locurcio | |
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties. | |||
2021-12-10 | Add `RenderingServer.get_video_adapter_type()` method | Hugo Locurcio | |
This can be used to distinguish between integrated, dedicated, virtual and software-emulated GPUs. This in turn can be used to automatically adjust graphics settings, or warn users about features that may run slowly on their hardware. |