Age | Commit message (Collapse) | Author |
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Remove 16× MSAA support due to driver bugs and low performance
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Compute horizon SO threshold before transformation
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Vulkan: Fix CanvasItem::use_parent_material
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Add glTF2 uri decode for paths.
Add vertex custom apis.
Add scene importer api.
Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh
Co-authored-by: darth negative hunter
<thenegativehunter2@users.noreply.github.com>
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Replace current ACES tonemapper with a high quality one
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Use the Light3D Indirect Energy property in SDFGI
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Add optional polyphonic playback to built-in audio player nodes
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[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
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Optimize raycast with large Heightmap shape data
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Add source rectangle to blit
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Add missing parameter names to _commit_views GDVIRTUAL_BIND
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Port raycast accelerator from Bullet's btHeightfieldTerrainShape.
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Changes:
-Added support for custom inertia and center of mass in 3D
-Added support for custom center of mass in 2D
-Calculated center of mass from shapes in 2D (same as in 3D)
-Fixed mass properties calculation with disabled shapes in 2D/3D
-Removed first_integration which is not used in 2D and doesn't seem to
make a lot of sense (prevents omit_force_integration to work during the
first frame)
-Support for custom inertia on different axes for RigidBody3D
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Harmonize default value for collision mask in ray/shape queries
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Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused
Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).
Also updated description for the different physics nodes to make their
usage clearer.
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Fix incorrect checking of uniform set to prevent error spam (2)
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Clean physics direct body state usage in 2D and 3D physics
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The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.
Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
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The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
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Fix double named size parameter
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Fix point gravity calculation
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Move mixing out of the AudioStreamPlayback* nodes
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Whenever contact points are not needed, collision checks with concave
shapes (triangle mesh and heightmap) stop at the first colliding
triangle.
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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Remove leftovers of anisotropy in the VoxelGI shader code
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Adding GDExtension support to XRInterface
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One-directional layer check for Area vs. RigidBody/SoftBody/Area
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Scale color output in the mobile renderer to provide HDR support
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Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.
Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.
Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.
PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.
Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
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Add comments at the top of each built-in shader to ease debugging
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Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
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In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.
On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
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Makes it clearer that it's used for special cases when picking a
collision shape.
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