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2022-08-10Merge pull request #64146 from smix8/fix_editor_disabled_navigationserver_4.xRémi Verschelde
2022-08-09Add NavigationServer2D debug functionssmix8
Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users.
2022-08-09Fix Editor Navigation debug edge connection visualssmix8
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
2022-08-09Fix resource leaks in VoxelGIBastiaan Olij
2022-08-08Fix macOS and iOS defines in the rendering code.bruvzg
2022-08-08Merge pull request #64078 from Nosliwnayr/masterRémi Verschelde
2022-08-08Merge pull request #62547 from clayjohn/ref_vec_pbrRémi Verschelde
2022-08-07Add area monitor callback error checkingRyan Heath
2022-08-07Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4Rémi Verschelde
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07Allow vec2 and vec4 for reflect and refractHendrik Brucker
2022-08-07Add a shadow opacity property to Light3DHugo 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.
2022-08-05Add a Framebuffer cacheJuan 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); ```
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo 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.
2022-08-04Merge pull request #63918 from akien-mga/no-s3tc-for-mobileRémi Verschelde
2022-08-04Force disable S3TC support on Android/iOS since we don't handle itRémi Verschelde
Fixes #63909 for now. This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04Add support for multiple virtual keyboard typesBrian Semrau
2022-08-04Merge pull request #63899 from bruvzg/hb_510Rémi Verschelde
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag ↵bruvzg
to improve justification.
2022-08-04Merge pull request #61918 from KoBeWi/static_bodyRémi Verschelde
Add static methods to create RayQueryParameters
2022-08-04Improve error message when the requested V-Sync mode cannot be usedHugo Locurcio
2022-08-03Merge pull request #61851 from Calinou/particles-default-global-coordinatesRémi Verschelde
2022-08-03Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-anisoRémi Verschelde
2022-08-03Merge pull request #58611 from Calinou/ssr-fix-blend-marginRémi Verschelde
Fade screen-space reflection towards inner margin
2022-08-03Merge pull request #63847 from Zylann/shader_switch_uintYuri Rubinsky
2022-08-03Add Nearest Mipmap Anisotropic filter option to decals and projectorsHugo Locurcio
This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps.
2022-08-03Fade screen-space reflection towards inner marginHugo Locurcio
- Fade reflection towards inner margin and clip it at screen edges instead of external margin. - Round edges of the fade margin if both are being cut off to prevent sharp corners. Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-02Allow shading language to use `switch` statement with uintsMarc Gilleron
2022-08-02Use global coordinates for particles by defaultHugo Locurcio
Particles won't move or rotate anymore with the node (or its parents) by default. This new default behavior is generally more suited to most use cases. Local coordinates can still be enabled on a per-node basis. This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-widthRémi Verschelde
2022-08-02Add spatial built-ins (camera-pos, object-pos, camera-eye etc.)Patrick Exner
2022-08-02[TextServer] Add ICU Unicode security and spoofing detection.bruvzg
2022-08-02Merge pull request #53956 from bruvzg/icu_uax_31Rémi Verschelde
2022-08-02[TextServer] Implement ICU/UAX 31 based `is_valid_identifier` function.bruvzg
2022-08-02Merge pull request #51672 from Calinou/shader-add-hint-transparent-textureRémi Verschelde
Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02Merge pull request #63627 from and-rad/vector-field-attractor-fixRémi Verschelde
Fix vector field particle attractor texture sampling
2022-08-02Merge pull request #63589 from RandomShaper/sdfgi_debug_pcRémi Verschelde
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02Merge pull request #63793 from RandomShaper/fix_unbound_resourceRémi Verschelde
Fix uniform set creation error due to null RID
2022-08-01Add `hint_transparent` to use a transparent black placeholder textureHugo Locurcio
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually.
2022-08-01Merge pull request #63767 from kubecz3k/fix/headless-collisionRémi Verschelde
2022-08-01Fix uniform set creation error due to null RIDPedro J. Estébanez
2022-08-01Merge pull request #63766 from Chaosus/fix_shader_instance_uniformYuri Rubinsky
2022-08-01Fix passing values to the instance uniforms in the shaderYuri Rubinsky
2022-08-01fix for headless collision shape generationJakub Grzesik
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
2022-08-01Merge pull request #63754 from BastiaanOlij/storage_struct_privateRémi Verschelde
Changed storage structs to private
2022-08-01Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-injectRémi Verschelde
Tweak default fog settings for better appearance
2022-08-01Merge pull request #63587 from clayjohn/specular-occlusionRémi Verschelde
Treat specular less than 0.02 as occlusion
2022-08-01Changed storage structs to privateBastiaan Olij
2022-08-01Tweak default fog settings for better appearanceHugo Locurcio
- 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.
2022-07-31Treat specular less than 0.02 as occlusionclayjohn
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31Tweak VoxelGI defaults for better qualityHugo Locurcio
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.