Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-05-07 | Merge pull request #38226 from Calinou/increase-camera3d-fov | Rémi Verschelde | |
Increase the default Camera3D field of view to 75 | |||
2020-05-03 | Merge pull request #38406 from clayjohn/VULKAN-sun-diameter | Rémi Verschelde | |
Calculate sun diameter even when not using shadows | |||
2020-05-03 | register RenderingDevice as gdscript singleton | Philip Whitfield | |
2020-05-01 | Calculate sun diameter even when not using shadows | clayjohn | |
2020-05-01 | Increase the default Camera3D field of view to 75 | Hugo Locurcio | |
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree horizontal FOV on a 4:3 display (~107.51 degrees on 16:9), which is close to the typical default FOV used in PC games. Note that this doesn't apply to the in-editor camera which keeps its FOV to 70. This is because it doesn't display in fullscreen; its viewport only displays in the center of the editor (roughly). This means the viewport won't cover the viewer's eyes as much. Therefore, the editor camera FOV should be slightly lower to account for this. Since this changes the default value, this may break existing projects slightly. For the record, this was already done in https://github.com/godotengine/godot-demo-projects/pull/260 for the official demo projects. | |||
2020-04-30 | Merge pull request #38337 from RandomShaper/time_rollback | Rémi Verschelde | |
Improve shader time roll over | |||
2020-04-30 | Improve shader time roll over | Pedro J. Estébanez | |
- Resurrect it for GL ES 2 - Add it to the Vulkan rasterizer - Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer | |||
2020-04-29 | Fixed unbounded dual-paraboloid shadow map culling. | Kiri Jolly | |
Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled. This change just adds a back plane to the convex shape used for the culling volume. | |||
2020-04-29 | Merge pull request #20371 from aaronfranke/vector-lerp | Rémi Verschelde | |
[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp" | |||
2020-04-29 | Merge pull request #38302 from qarmin/format_set | Rémi Verschelde | |
RasterizerStorageRD: Don't override format value | |||
2020-04-29 | [Core] Rename linear_interpolate to lerp | Aaron Franke | |
2020-04-29 | Merge pull request #37795 from Chaosus/shader_fix_const_order2 | Rémi Verschelde | |
Fix shader constant sorting | |||
2020-04-28 | Don't override format value | qarmin | |
2020-04-28 | Fix copy paste array index bug | qarmin | |
2020-04-28 | Rename InputFilter back to Input | Rémi Verschelde | |
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690. | |||
2020-04-23 | Fix "redefinition of 'ssr' with a different type" shader compile error. | bruvzg | |
2020-04-22 | Merge pull request #38116 from neikeq/index_buffer_create-defval | Ignacio Roldán Etcheverry | |
Fix missing DEFVAL for RenderingDevice.index_buffer_create | |||
2020-04-22 | Fix missing DEFVAL for RenderingDevice.index_buffer_create | Ignacio Etcheverry | |
2020-04-21 | Register the DisplayServer Singleton | muiroc | |
2020-04-21 | Add proper type to most public API uses of Array | Juan Linietsky | |
2020-04-20 | Exposed RenderingDevice to script API | Juan Linietsky | |
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR. | |||
2020-04-20 | Merge pull request #37970 from SkyLucilfer/ServerTypo | Rémi Verschelde | |
Correct typo mistake of profiler_add_frame_data argument in physics 3d server | |||
2020-04-20 | Merge pull request #38039 from akien-mga/docdata-skip-unexposed | Rémi Verschelde | |
DocData: Skip unexposed classes | |||
2020-04-20 | DocData: Skip unexposed classes | Rémi Verschelde | |
Properly expose classes that we actually want accessible. | |||
2020-04-20 | doc: Sync classref with current source | Rémi Verschelde | |
Add missing enum bindings. | |||
2020-04-20 | Merge pull request #37947 from clayjohn/DOCS-rendering-update | Rémi Verschelde | |
Update many docs with recent rendering changes | |||
2020-04-18 | Ability to create local RenderingDevice instances. | Juan Linietsky | |
2020-04-17 | Correct typo mistake of profiler_add_frame_data argument in physics 3d server | SkyJJ | |
2020-04-17 | Update many docs with recent rendering changes | clayjohn | |
2020-04-17 | Merge pull request #37949 from reduz/implement-global-shader-uniforms | Rémi Verschelde | |
Implement global and per instance shader uniforms. | |||
2020-04-17 | Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size | Rémi Verschelde | |
Add light size to Sky Shaders | |||
2020-04-17 | Add light size to Sky Shaders | clayjohn | |
2020-04-17 | Implement global and per instance shader uniforms. | Juan Linietsky | |
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material. | |||
2020-04-16 | Use sky properly for ambient and reflections | clayjohn | |
2020-04-16 | Merge pull request #37869 from madmiraal/fix-36533 | Rémi Verschelde | |
Assign zero to range when ConvexPolygonShape2D is empty. | |||
2020-04-15 | Fix texture check in decal setup | clayjohn | |
2020-04-14 | Add support for projectors in spot and omni lights. | Juan Linietsky | |
2020-04-14 | Merge pull request #37861 from reduz/implement-decals | Rémi Verschelde | |
Implement decals | |||
2020-04-14 | Implement decals | Juan Linietsky | |
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h | |||
2020-04-14 | Assign zero to range when ConvexPolygonShape2D is empty. | Marcel Admiraal | |
2020-04-14 | Merge pull request #37826 from nekomatata/direct-body-state-sleep | Rémi Verschelde | |
Fix set_sleep_state in Bullet body direct state | |||
2020-04-14 | Fix set_sleep_state in Bullet body direct state | PouleyKetchoupp | |
It was inverted, it should set the body to be active when sleep is disabled. | |||
2020-04-13 | Fixes leak with CopyToFbShaderRD | qarmin | |
2020-04-13 | Merge pull request #37749 from clayjohn/Vulkan-improved-ss | Rémi Verschelde | |
Add vogel filter and settings to soft shadows | |||
2020-04-12 | Implement MSAA | Juan Linietsky | |
2020-04-12 | Merge pull request #37819 from reduz/implement-fxaa | Juan Linietsky | |
Add screen space AA option, with FXAA implementation. | |||
2020-04-12 | Add screen space AA option, with FXAA implementation. | Juan Linietsky | |
2020-04-12 | Merge pull request #37822 from nekomatata/rigid-body-force-pos | Rémi Verschelde | |
Fix add_force in Godot Physics RigidBody | |||
2020-04-12 | Fix add_force in Godot Physics RigidBody | PouleyKetchoupp | |
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does. | |||
2020-04-11 | Merge pull request #37808 from reduz/port-effects-to-compute | Juan Linietsky | |
Moved most of the effect code to compute. |