Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-10-30 | Fix instance index in forward clustered shader | jfons | |
2021-10-29 | Fix crash when opening a converted `FogMaterial` | Yuri Roubinsky | |
2021-10-28 | Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog | clayjohn | |
Co-authored-by: Brian Semrau <brian.semrau@gmail.com> | |||
2021-10-28 | Merge pull request #54350 from akien-mga/clang-format-dont-align-operands | Rémi Verschelde | |
2021-10-28 | Merge pull request #54222 from JFonS/instance-fade | Rémi Verschelde | |
2021-10-28 | clang-format: Various fixes to comments alignment from `clang-format` 13 | Rémi Verschelde | |
All reviewed manually and occasionally rewritten to avoid bad auto formatting. | |||
2021-10-28 | clang-format: Disable alignment of operands, too unreliable | Rémi Verschelde | |
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`. | |||
2021-10-28 | Implement TextServer `strip_diacritics` function. | bruvzg | |
2021-10-26 | Fix shadow disabling on mobile renderer | Joan Fons | |
2021-10-25 | Refactored Node3D rotation modes | reduz | |
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course). | |||
2021-10-25 | Fix shadow disabling settings | jfons | |
Fixes the SHADOW_CASTING_SETTING_OFF setting in GeometryInstance3D and the "shadows_disabled" render mode in spatial materials, which were not working before. | |||
2021-10-25 | Implement distance fade and transparency | JFonS | |
The built-in ALPHA in spatial shaders comes pre-set with a per-instance transparency value. Multiply by it if you want to keep it. The transparency value of any given GeometryInstance3D is affected by: - Its new "transparency" property. - Its own visiblity range when the new "visibility_range_fade_mode" property is set to "Self". - Its parent visibility range when the parent's fade mode is set to "Dependencies". The "Self" mode will fade-out the instance when reaching the visibility range limits, while the "Dependencies" mode will fade-in its dependencies. Per-instance transparency is only implemented in the forward clustered renderer, support for mobile should be added in the future. Co-authored-by: reduz <reduzio@gmail.com> | |||
2021-10-25 | Fix state inconsistencies in visibility dependencies. | jfons | |
2021-10-23 | Merge pull request #54045 from ConteZero/primary_clipboard_linux_fix_warning | Rémi Verschelde | |
2021-10-23 | Fix primary clipboard warning | ConteZero | |
2021-10-22 | Merge pull request #54124 from Uxeron/CenterOfMassRotationFix | Camille Mohr-Daurat | |
Fix physics body rotating incorrectly around it's center of mass | |||
2021-10-22 | Merge pull request #54131 from nekomatata/fix-2d-body-center-of-mass-auto | Rémi Verschelde | |
2021-10-22 | Fix physics body rotating incorrectly around it's center of mass | Uxeron | |
2021-10-22 | Fix RigidDynamicBody2D auto center of mass calculation | PouleyKetchoupp | |
Should be changing the local center of mass, which is then transformed into `center_of_mass`. It was causing the center of mass to be always in (0,0) by default with multiple shapes. | |||
2021-10-22 | Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering | Rémi Verschelde | |
2021-10-22 | Merge pull request #54088 from madmiraal/remove-unimplemented-methods | Rémi Verschelde | |
2021-10-22 | Merge pull request #54110 from nekomatata/fix-rigid-body-update-collision-layer | Rémi Verschelde | |
2021-10-21 | Fix RigidDynamicBody collision update after changing collision layer/mask | PouleyKetchoupp | |
Changing the collision layer of a sleeping body was not triggering area updates correctly. Bodies need to be active for collision to be checked against already overlapping bodies and areas. Neighbors need to be activated too in order to handle the case where a static body is modified (it can't be activated directly but paired bodies need to check their collision again). In 3D, moved the call to wakeup() from the physics server to GodotBody3D::_shapes_changed to make it consistent with 2D and also handle the case where shapes are modified (_shapes_changed is called in both this case and collision layer changes). | |||
2021-10-21 | Merge pull request #54082 from Chaosus/fix_shader_crash | Yuri Roubinsky | |
2021-10-21 | Remove unimplemented methods | Marcel Admiraal | |
2021-10-21 | Merge pull request #54053 from nekomatata/fix-soft-body-disable-mode | Rémi Verschelde | |
Fix SoftDynamicBody3D crash when setting disable mode | |||
2021-10-21 | Prevent shader crash when passing constant expression to `textureGather` | Yuri Roubinsky | |
2021-10-21 | Add Soft Very Low shadow quality mode for 3D | Hugo Locurcio | |
This can be used to improve 3D shadow rendering quality at little performance cost. Unlike the existing Hard setting which is limited to variable shadow blur only, it works with both fixed blur and variable blur. | |||
2021-10-21 | Merge pull request #54063 from Chaosus/shader_fix_spatial_samplers | Yuri Roubinsky | |
2021-10-21 | Fix SoftDynamicBody3D crash when setting disable mode | PouleyKetchoupp | |
Proper logic for changing physics state when disabled and disabled mode is changed (it was unnecessarily making calls to re-initialize physics). Extra error handling in soft body implementations to avoid crashes with invalid mesh. | |||
2021-10-21 | Merge pull request #54011 from nekomatata/center-of-mass-2d-transform | Rémi Verschelde | |
2021-10-21 | Fix built-in texture samplers passing for spatial shader mode | Yuri Roubinsky | |
2021-10-20 | Prevent a rendering crash and error spam for uniform texture array | Yuri Roubinsky | |
2021-10-20 | doctool: Fix differences between headless and Vulkan rendering backends | Rémi Verschelde | |
Fixes #53913. | |||
2021-10-20 | Merge pull request #53702 from ConteZero/primary_clipboard_linux | Rémi Verschelde | |
2021-10-20 | Fix double _get_tracking_status declaration | Bastiaan Olij | |
2021-10-19 | Fix 2D center of mass not updated from transform | PouleyKetchoupp | |
Same logic as what was done in 3D, applied to 2D center of mass. Also did some minor cleanup in 3D and fixed center of mass transform during the first frame after teleporting a dynamic body. | |||
2021-10-19 | Merge pull request #53972 from zedutch/fix-shader-time-update | Rémi Verschelde | |
Fix shaders using `TIME` not continuously updating | |||
2021-10-19 | Merge pull request #53790 from briansemrau/remove-distant-shadowy-void | Rémi Verschelde | |
2021-10-19 | Add support for returning the play area from XRInterface | Bastiaan Olij | |
2021-10-19 | Merge pull request #52940 from groud/toast_notification | Rémi Verschelde | |
2021-10-19 | Merge pull request #53980 from nekomatata/rename-godot-physics-classes | Rémi Verschelde | |
2021-10-19 | Merge pull request #52210 from BastiaanOlij/enhance_xr_trackers | Rémi Verschelde | |
2021-10-19 | Merge pull request #53960 from ↵ | Rémi Verschelde | |
Klowner/audioserver-startplaybackstream-potential-leak | |||
2021-10-18 | Rename Godot Physics classes from *SW to Godot* | PouleyKetchoupp | |
Also moved MT physics server wrappers to the main servers folder, since they don't have to be implementation specific. | |||
2021-10-18 | Fix shaders that use TIME do not force editor to continuously update | Robin Arys | |
2021-10-18 | Validate enum range in RendererViewport::viewport_get_render_info | Haoyu Qiu | |
2021-10-18 | fix potential memory leak of AudioStreamPlaybackBusDetails in ↵ | Mark Riedesel | |
AudioServer::start_playback_stream() | |||
2021-10-18 | Added primary clipboard for Linux | ConteZero | |
2021-10-18 | [TextServer] Use `round` instead of `floor` for hex code box size ↵ | bruvzg | |
calculation to better match font size. |