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2022-05-05Rename profiler "Idle Time" to "Process Time"Hugo Locurcio
References to "idle time" are progressively being replaced by "process time" throughout the engine to avoid confusion.
2022-05-05Merge pull request #60772 from MightiestGoat/multimesh-uniform-setRémi Verschelde
Fix the uniform set creation of multimesh with a invalidated buffer
2022-05-05Check multimesh before uniform set creationmightygoat
2022-05-05Fix the uniform set creation of multimesh with a invalidated buffermightygoat
2022-05-04Merge pull request #60568 from Chaosus/shader_keyword_completionsRémi Verschelde
Add keyword completion to shader editor
2022-05-04Merge pull request #58298 from Calinou/decal-distance-fade-use-easingRémi Verschelde
2022-05-04Merge pull request #60723 from reduz/refactor-module-initializationRémi Verschelde
2022-05-04Refactor module initializationreduz
* Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
2022-05-03Rename Basis get_axis to get_column, remove redundant methodsAaron Franke
2022-05-03Merge pull request #51102 from Calinou/renderingserver-add-api-version-getterRémi Verschelde
Add `get_video_adapter_api_version()` to RenderingServer
2022-05-03Merge pull request #60627 from aaronfranke/rename-elementsRémi Verschelde
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03Merge pull request #60714 from Calinou/typedef-remove-refRémi Verschelde
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
2022-05-03Merge pull request #60553 from madmiraal/separate-display_safe_areaRémi Verschelde
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-05-03Add `get_video_adapter_api_version()` to RenderingServerHugo Locurcio
This method can be used to get the graphics API version currently in use (such as Vulkan). It can be used by projects for troubleshooting or statistical purposes.
2022-05-02Make Decal distance fade smootherHugo Locurcio
`smoothstep()` avoids the sudden transparency jump when entering or leaving a decal's distance fade margin distance. This in turn helps make opacity transitions less noticeable to the player, as it's less likely to catch the player's eye.
2022-05-02Merge pull request #60705 from awsker/fix-viewport-clearingRémi Verschelde
Viewport would be cleared even when clear_mode was set to never clear
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-05-02Viewport would be cleared even when clear_mode was set to VIEWPORT_CLEAR_NEVERawsker
2022-05-02Fix screen_get_usable_rect returning display safe areaMarcel Admiraal
2022-05-02Merge pull request #60551 from madmiraal/implement-3466Rémi Verschelde
Add a method for obtaining display cutouts on Android
2022-05-01Merge pull request #60682 from Chaosus/shader_vec3_hint_colorYuri Rubinsky
2022-05-01Add `hint_color` support for `vec3` in shadersYuri Roubinsky
2022-04-30Use linear mipmap sampling in ToneMapperclayjohn
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-29Add keyword completion to shader editorYuri Roubinsky
2022-04-28Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and ↵bruvzg
Windows. Implement TextServer word break method.
2022-04-28Fix cppcheck const parametersMarkus Sauermann
Convert method signature parameters to const where it is possible # Conflicts: # drivers/gles3/rasterizer_canvas_gles3.cpp # drivers/gles3/rasterizer_canvas_gles3.h # editor/plugins/animation_state_machine_editor.cpp # editor/plugins/animation_state_machine_editor.h
2022-04-28Merge pull request #60547 from BastiaanOlij/split_tonemapper_effectRémi Verschelde
Splitting tonemapper into its own class
2022-04-28Splitting tonemapper into its own classBastiaan Olij
2022-04-27Merge pull request #59979 from bruvzg/cpp_check2Rémi Verschelde
2022-04-26Rename variable names for some singletonsAaron Franke
2022-04-26Fix "ortogonal" -> "orthogonal" typo in rasterizer codeHugo Locurcio
2022-04-26Add a method for obtaining display cutouts on AndroidMarcel Admiraal
2022-04-26Prevent shader crash when using precision on boolean typesYuri Roubinsky
2022-04-25Fix clearing backbuffer if there are no itemsNNesh
2022-04-25Merge pull request #60407 from JFonS/fix_color_pass_lmRémi Verschelde
2022-04-22Implement Label3D node.bruvzg
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector.
2022-04-21Add missing color pass flags to the valid listJoan Fons
Some valid flag combinations were missing, causing error spam in certain situations.
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-04-20Merge pull request #60175 from Geometror/visual-shader-vector4Yuri Rubinsky
2022-04-19Merge pull request #60214 from JFonS/fix_depth_prepassClay John
Fix depth pre-pass on all face cull modes
2022-04-17Moved particles into ParticlesStorageBastiaan Olij
2022-04-17Move light, reflection probe and lightmap into LightStorageBastiaan Olij
2022-04-17Merge canvas and decal into TextureStorage and add render targetBastiaan Olij
2022-04-13Merge pull request #60213 from JFonS/fix_depth_stateRémi Verschelde
2022-04-13Fix depth pre-pass on all face cull modesJoan Fons
The default shadow material was used for depth rendering disregarding the cull mode of the original material. This commit adds a check so the default shadow material is only used when the original material has back-face culling.
2022-04-13Fix regression in rasterizer stateJoan Fons
Fixes a regression introduced by the color pass flags rework. The various rasterizer state structs were not being reset for each flag combination, which meant some state changes were wrongly applied to some flag combinations.
2022-04-13Color: Rename `to_srgb`/`to_linear` to include base color spaceRémi Verschelde
This helps reduce confusion around sRGB <> Linear conversions by making both input and output color spaces explicit.