Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-22 | Merge pull request #64339 from YuriSizov/core-multilevel-validate-property | Rémi Verschelde | |
2022-08-22 | Merge pull request #60309 from The-O-King/oct | Rémi Verschelde | |
2022-08-22 | Make `_validate_property` a multilevel method | Yuri Sizov | |
2022-08-22 | Merge pull request #64343 from TokageItLab/priority-ph | Rémi Verschelde | |
2022-08-20 | Add Blendshape Support | Omar El Sheikh | |
Update the blendshape shader to decode/encode octahedral normals | |||
2022-08-20 | Merge pull request #64110 from Geometror/fix-light-shadow-off | Hugo Locurcio | |
2022-08-20 | Add `defined` keyword support to shader preprocessor | Yuri Rubinsky | |
2022-08-20 | Merge pull request #62046 from clayjohn/vertexless-draw | Max Hilbrunner | |
Allow creating meshes without vertex positions | |||
2022-08-20 | Fix OmniLight/SpotLight shadow opacity calculation | Hendrik Brucker | |
2022-08-19 | Remove requirement to have vertex positions when creating a mesh. Meshes can ↵ | clayjohn | |
now be constructed from an index buffer alone | |||
2022-08-19 | Merge pull request #63960 from bitsawer/fix-macro-expansion | Yuri Rubinsky | |
2022-08-19 | Merge pull request #64167 from clayjohn/screen-texture-hint | Max Hilbrunner | |
Add shader uniform hints for screen textures | |||
2022-08-19 | Merge pull request #64342 from clayjohn/DOF-scale | Max Hilbrunner | |
Properly scale depth in bokeh_dof effect | |||
2022-08-19 | Merge pull request #64459 from Chaosus/shader_elif | Yuri Rubinsky | |
2022-08-19 | Merge pull request #63950 from bruvzg/menu_bar3 | Max Hilbrunner | |
Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor. | |||
2022-08-18 | Implement `MenuBar` control to wrap `PopupMenu`s or native menu, use native ↵ | bruvzg | |
menu for editor. | |||
2022-08-18 | Use a const ref for the bone AABB in rendering code | Aaron Franke | |
2022-08-18 | Merge pull request #64534 from YuriSizov/docs-navigation-takes-a-nap | Max Hilbrunner | |
Fix a typo in navigation server documentation | |||
2022-08-17 | Merge pull request #64416 from aaronfranke/aabb | Clay John | |
Don't try to merge unused bone AABBs in the rendering server | |||
2022-08-18 | Add collision weight to PhysicsBody for penetrations must be avoided | Silc Renew | |
Co-authored-by: Juan Linietsky <reduzio@gmail.com> | |||
2022-08-17 | Fix a typo in navigation server documentation | Yuri Sizov | |
2022-08-15 | Add `elif` directive to shader preprocessor | Yuri Rubinsky | |
2022-08-14 | Don't try to merge unused bone AABBs in the rendering server | Aaron Franke | |
2022-08-14 | Implement coloring for disabled branches in the shader editor | Yuri Rubinsky | |
2022-08-13 | Octahedral Normal/Tangent Compression | Omar El Sheikh | |
Implementation of Octahedral normal compression into Godot 4.0 | |||
2022-08-12 | Properly scale depth in bokeh_dof effect so that setting distance to blur ↵ | clayjohn | |
effect is accurate again | |||
2022-08-12 | Merge pull request #64310 from Chaosus/shader_texture_funcs | Yuri Rubinsky | |
2022-08-12 | Add `textureQueryLod/Levels` functions to the shader language | Yuri Rubinsky | |
2022-08-12 | Add `textureProjGrad` function to the shader language | Yuri Rubinsky | |
2022-08-11 | Merge pull request #64225 from ↵ | Hugo Locurcio | |
Calinou/3d-scaling-bilinear-use-negative-mipmap-bias | |||
2022-08-10 | Detect if VRS supported before creating default VRS texture | clayjohn | |
2022-08-10 | Use negative mipmap LOD bias for sub-native bilinear 3D scale | Hugo Locurcio | |
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0. | |||
2022-08-10 | add get_depth() to KinematicCollision3D as same of 2D | Silc Renew | |
2022-08-10 | Merge pull request #64146 from smix8/fix_editor_disabled_navigationserver_4.x | Rémi Verschelde | |
2022-08-09 | Add shader uniform hints for screen textures so users can specify custom ↵ | clayjohn | |
filter and repeat modes. At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them. | |||
2022-08-09 | Add NavigationServer2D debug functions | smix8 | |
Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users. | |||
2022-08-09 | Fix Editor Navigation debug edge connection visuals | smix8 | |
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer. | |||
2022-08-09 | Fix resource leaks in VoxelGI | Bastiaan Olij | |
2022-08-08 | Fix macOS and iOS defines in the rendering code. | bruvzg | |
2022-08-08 | Merge pull request #64078 from Nosliwnayr/master | Rémi Verschelde | |
2022-08-08 | Merge pull request #62547 from clayjohn/ref_vec_pbr | Rémi Verschelde | |
2022-08-07 | Add area monitor callback error checking | Ryan Heath | |
2022-08-07 | Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4 | Rémi Verschelde | |
Allow for vec2/vec4 to be used in reflect and refract | |||
2022-08-07 | Allow vec2 and vec4 for reflect and refract | Hendrik Brucker | |
2022-08-07 | Add a shadow opacity property to Light3D | Hugo Locurcio | |
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | |||
2022-08-05 | Fix shader preprocessor macro expansion | bitsawer | |
2022-08-05 | Add a Framebuffer cache | Juan Linietsky | |
Adds a FramebufferCache singletion that operates the same way as UniformSetCache. Allows creating framebuffers on the fly (and keep them cached if re-requested) such as: ```C++ RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2); ``` | |||
2022-08-04 | Rename shader parameter uniform setter/getter methods for consistency | Hugo Locurcio | |
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them. | |||
2022-08-04 | Merge pull request #63918 from akien-mga/no-s3tc-for-mobile | Rémi Verschelde | |
2022-08-04 | Force disable S3TC support on Android/iOS since we don't handle it | Rémi Verschelde | |
Fixes #63909 for now. This could be improved in the future if we want to properly support S3TC on mobile. |