Age | Commit message (Collapse) | Author |
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Add `hint_transparent` to use a transparent black placeholder texture
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Fix vector field particle attractor texture sampling
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Keep SdfgiDebug shader's push constant size <= 128
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Fix uniform set creation error due to null RID
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This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
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this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
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Changed storage structs to private
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Tweak default fog settings for better appearance
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Treat specular less than 0.02 as occlusion
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- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
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Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
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Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
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This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.
- Improve the Decal class documentation.
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Remove Signal connect binds
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Remove impossible condition in RenderingServer::mesh_surface_make_offsets_from_format
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
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Restructure environment in render implementation
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).
`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
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- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
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bluenote10/feature/rename_translated_to_translated_local
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This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.
This can be used to create videos that stop at a specified time
without having to write any script.
A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.
A method was also added to get the path to the output file from the
scripting API.
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Cleanup RendererSceneRender::GeometryInstance
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renderers
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The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.
The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
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