Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-13 | Merge pull request #67335 from clayjohn/GLES3-2d-lights | Rémi Verschelde | |
Add 2D lights to OpenGL3 canvas renderer | |||
2022-10-13 | Merge pull request #67320 from Calinou/fix-volumetric-fog-low-density | Rémi Verschelde | |
Fix volumetric fog not rendering at densities lower than or equal to 0.001 | |||
2022-10-13 | Merge pull request #67307 from TechnoPorg/lod-radial-distance | Rémi Verschelde | |
Use radial distance for making LOD decisions. | |||
2022-10-12 | Add 2D lights to OpenGL3 canvas renderer | clayjohn | |
This is an initial implementation using the same single-pass approach as the RenderingDevice. | |||
2022-10-13 | Fix volumetric fog not rendering at densities lower than or equal to 0.001 | Hugo Locurcio | |
This allows volumetric fog to render with the lowest density that can be specified in the inspector (0.0001). | |||
2022-10-12 | Use radial distance for making LOD decisions. | TechnoPorg | |
Previously, only forward basis distance from the camera was used. This means that unnecessarily high LOD levels were used for objects located to the side of the camera. The distance from the camera origin is now used, independently of direction. | |||
2022-10-11 | Merge pull request #67110 from Chaosus/fix_incorrect_vec3_ubo_fill | Clay John | |
Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty` | |||
2022-10-11 | Merge pull request #67270 from RandomShaper/slim_usage_msaa_attachment | Rémi Verschelde | |
Restrict MSAA attachment usage to the strictly needed set | |||
2022-10-11 | Restrict MSAA attachment usage to the strictly needed set | Pedro J. Estébanez | |
2022-10-11 | Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-es | Rémi Verschelde | |
Rename remaining "*_enable" to "*_enabled" | |||
2022-10-11 | Merge pull request #67176 from cooperra/negative-scale-culling-fix | Rémi Verschelde | |
Vulkan Clustered: Fix culling of negatively-scaled objects | |||
2022-10-11 | Merge pull request #64268 from timothyqiu/is-finite | Rémi Verschelde | |
Add `is_finite` method for checking built-in types | |||
2022-10-11 | Merge pull request #67000 from RandomShaper/split_render_further | Rémi Verschelde | |
Polish rendering driver refactor further | |||
2022-10-10 | SCons: Re-enable treating `#warning` as error with `werror` | Rémi Verschelde | |
Replace all TODO uses of `#warning` by proper TODO comments, and will open matching bug reports to keep track of them. We don't have a great track record fixing TODOs, but I'd wager we're even worse for fixing these "TODO #warning" so we should prohibit this usage. | |||
2022-10-10 | [macOS] Fix window button position and title bar size when editor scale do ↵ | bruvzg | |
not match OS UI scale. | |||
2022-10-10 | Vulkan Clustered: Fix culling of negatively-scaled objects | Robbie Cooper | |
Negatively scaled objects should be mirrored. This is already implemented, but it breaks when mirrored and non-mirrored instances of the same object are visible together. It turns out that the code that skips-over repeats in `RenderForwardClustered::_render_list_template` also skips the code that accounts for the culling mode of mirrored objects. The solution here is to consider the `mirror` flag when determining repeats. This might result in more draw commands than necessary since a mirrored object can split a group of non-mirrored instances in two. This problem doesn't appear in the mobile renderer because the repeat optimization isn't implemented there yet. The problem still appears in MultiMeshInstance3D in *all* renderers. Fixes #62879 and #58546. | |||
2022-10-09 | Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty` | Yuri Rubinsky | |
2022-10-08 | Merge pull request #67051 from clayjohn/CanvasGroup-clear | Rémi Verschelde | |
Allow clearing backbuffer after finishing CanvasGroup | |||
2022-10-08 | Add `is_finite` method for checking built-in types | Haoyu Qiu | |
2022-10-07 | Allow clearing backbuffer after finishing CanvasGroup | clayjohn | |
This avoids an issue where having multiple CanvasGroups overlap would create a weird artifact | |||
2022-10-07 | Fix material overlay overriding shadow casting logic | clayjohn | |
Material overlay should only cast a shadow if it can cast a shadow and the instance can cast a shadow | |||
2022-10-07 | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵ | bruvzg | |
change warnings=all to use /W4. | |||
2022-10-07 | Merge pull request #67016 from bruvzg/split_caret_dir_marker | Rémi Verschelde | |
Add split caret direction markers. Fix block/overtype caret size. | |||
2022-10-07 | Merge pull request #66861 from clayjohn/GLES3-mono-ubo | Rémi Verschelde | |
Use a giant UBO to optimize performance in 2D [OpenGL3] | |||
2022-10-07 | Add split caret direction markers. Fix block/overtype caret size. | bruvzg | |
2022-10-06 | Merge pull request #66756 from BastiaanOlij/fix_ssr | Rémi Verschelde | |
Fixing artifacts in SSR | |||
2022-10-06 | Polish rendering driver refactor further | Pedro J. Estébanez | |
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations. | |||
2022-10-06 | Use a giant UBO to optimize performance in 2D | clayjohn | |
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices. | |||
2022-10-06 | Merge pull request #66936 from mihe/inverse-inertia-tensor | Rémi Verschelde | |
Bind PhysicsDirectBodyState3D::get_inverse_inertia_tensor | |||
2022-10-06 | Merge pull request #66951 from rburing/restore_recovery_as_collision | Rémi Verschelde | |
Revert "Turn on recovery as collisions only for floor snapping" | |||
2022-10-05 | Revert "Turn on recovery as collisions only for floor snapping as this leads ↵ | Ricardo Buring | |
to unwanted behaviour for other surface than the floor." This reverts commit 10395f5df2a1cac6ed83e674c084e62a88fcdde9. | |||
2022-10-05 | Bind PhysicsDirectBodyState3D::get_inverse_inertia_tensor | Mikael Hermansson | |
2022-10-05 | Merge pull request #66922 from BastiaanOlij/fix_direct_shadow | Rémi Verschelde | |
Make sure atlas rect for directional lights is calculated using floats | |||
2022-10-05 | Make sure atlas rect for directional lights is calculated using floats | Bastiaan Olij | |
2022-10-05 | Merge pull request #66683 from clayjohn/SRGB-canvasitem | Rémi Verschelde | |
Default CanvasItem materials to use sRGB space for uniform colors | |||
2022-10-05 | Merge pull request #66720 from qarmin/unintialized_memory | Rémi Verschelde | |
Remove usage of unitialized variables | |||
2022-10-05 | Merge pull request #66898 from aaronfranke/proj-mat-columns | Rémi Verschelde | |
Rename Projection `matrix` to `columns` | |||
2022-10-05 | Merge pull request #66915 from timothyqiu/indexing | Rémi Verschelde | |
Fix crash when executing `RenderingServer.mesh_surface_get_format_offset` | |||
2022-10-05 | Fix crash when executing `RenderingServer.mesh_surface_get_format_offset` | Haoyu Qiu | |
2022-10-05 | Adding getters to RenderTarget and implementing override functionality for XR | Bastiaan Olij | |
2022-10-04 | Rename Projection `matrix` to `columns` | Aaron Franke | |
2022-10-04 | Fixing artifacts in SSR | Bastiaan Olij | |
2022-10-04 | Merge pull request #66780 from dsnopek/webxr-emulator-fix | Rémi Verschelde | |
Fix rendering in the WebXR emulator | |||
2022-10-04 | Moving SSEffects settings into class | Bastiaan Olij | |
2022-10-04 | Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵ | Bastiaan Olij | |
light and probe elements into storage and reorganise our render_scene method. | |||
2022-10-03 | Merge pull request #66813 from Chaosus/fix_uniform_crash | Rémi Verschelde | |
Fix global uniform crash at editor startup | |||
2022-10-03 | Fix global uniform crash at editor startup | Yuri Rubinsky | |
2022-10-03 | Remove NO_THREADS fallback code, Godot 4 requires thread support | Rémi Verschelde | |
This also removes `OS::can_use_threads` from the public API since it's always true. | |||
2022-10-02 | Update Instance flags in shaders to match instance flags in engine | clayjohn | |
2022-10-02 | Fix rendering in the WebXR emulator | David Snopek | |