Age | Commit message (Collapse) | Author |
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Disable multiview shader versions when xr is disabled
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Use enum instead of int in virtual methods return type
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Expose EYE_OFFSET to gdshader code
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Check if Skeleton exists before reading when calculating blend shapes
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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Sauermann/fix-double-physics-input-events-for-layers
Fix physics events being interpreted twice for nodes in canvas layer
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Add NavigationAgent Path Debug Visualization
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GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility
Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
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Create default World physics spaces on demand only
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Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
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Changes that the default physics spaces of World resources are only created on first use.
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Change instances of audio properties 'device' to 'output_device',
and instances of audio properties 'capture_device' to 'input_device',
as well as their subsequent getter & setter functions.
Update the docs to reflect these changes, as well as the
3-to-4 converter for GDScript and CSharp to make proper
conversions (only exception is 'device' since that name
is too vague and might replace non-AudioServer related
instances, such as user comments and variables).
This does not change internal references to references like
'Render Client' and 'Capture Client' in WASAPI; such is outside the
scope of this commit. This also does not change ALSA's references,
considering that it uses 'device' to mean input and output
interchangeably.
Other references are changed, however where applicable,
to be consistent with the new AudioServer methods and property
names.
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Fix various crashes relating to low roughness_layers
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Fix separation ray normal direction
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Avoid crash when CanvasTexture used with light decal atlas
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Replace Area gravity point distance scale with unit distance
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Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
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The decal atlas is used for Light2Ds, decals, and Light3Ds
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viewport_set_environment_mode
This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
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Refactor high quality texture import
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Add a shader error when trying to using hint_normal_roughness_texture in the gl_compatibility renderer
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Fix SSAO/SSIl being applied to reflection probes
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gl_compatibility renderer
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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Changes that the default navigation maps of World resources are only created on first use.
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Remove cap on number of items drawn in frame in 2D gl_compatibility renderer
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Also clean up some names to make the overall organization more clear
Also remove cap on items per batch
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Automatically transform Skeleton2D calculations so pivots are not needed
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Use Callable for Navigation Agent callbacks
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Close undefined
Fix undefined
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Flag dirty dependencies when GeometryInstance dependencies change in renderer
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Rename Navigation uses of 'location' to 'position'
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Properly append global uniform buffer name in gl_compatibility shaders
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Add derivative functions with precision to shaders
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Also error when using instance uniforms
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Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
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