Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-10-23 | Decrease the default soft shadow quality to improve performance | Hugo Locurcio | |
Soft shadows are relatively expensive to filter. However, with the default blur factors, it's not needed to use too many samples (unless PCSS-like shadows are used with a large size). Textures and screen-space antialiasing can also be used to mask the noise pattern effectively. On a GeForce GTX 1080, going from Medium to Low for both shadow types saves 0.2-0.4 ms of GPU time per frame in 2560×1440 resolution. This can translate to significantly higher savings on lower-end GPUs. Given how the shader works, this improves rendering performance even if lights with shadows are never used. | |||
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. | |||
2021-10-17 | Rework XR positional trackers | Bastiaan Olij | |
2021-10-15 | Swap args of Plane(point, normal) constructor | mennomax | |
Now (normal, point) | |||
2021-10-15 | Merge pull request #53815 from Chaosus/fix_wireframe_render_mode | Rémi Verschelde | |
2021-10-15 | Fix `wireframe` render mode | Yuri Roubinsky | |
2021-10-14 | Remove incorrect fog height density remapping | Brian Semrau | |
2021-10-14 | Fix several issues with directional shadows | Brian Semrau | |
- Internally disable blend splits in orthogonal directional shadow mode - Fix soft shadows ignoring fade and blend_splits - Fix soft shadow edge stability | |||
2021-10-14 | Implement toast notifications in the editor | Gilles Roudière | |
2021-10-14 | Fix the height fog effect | Brian Semrau | |
2021-10-13 | Added few more built-ins to shader language | Yuri Roubinsky | |
2021-10-12 | Merge pull request #53712 from CakHuri/nullptr | Rémi Verschelde | |
Replace NULL with nullptr | |||
2021-10-12 | Replaced NULL with nullptr | M. Huri | |
2021-10-12 | Fix some LGTM errors of "Multiplication result converted to larger type" | Aaron Franke | |
2021-10-11 | Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func | Yuri Roubinsky | |
2021-10-11 | Merge pull request #53641 from DeeJayLSP/audio_pitch_fix | Rémi Verschelde | |