Age | Commit message (Collapse) | Author |
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Removing the + 1 in point gravity formula when using distance scale to
make it more accurate for standard gravitation.
Fixes precession in orbits for games using gravitation.
Also moved gravity calculation to area to use it for both rigid bodies
and soft bodies in 3D (same change in 2D for consistency).
Co-authored-by: Ryan Peach <ryan.peach@keysight.com>
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Created an area-specific wind force that interacts with soft bodies
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* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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[cppcheck] Remove some redundant assignments.
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Fix multiview defines in tonemap shader
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Fix ItemList layout (+EditorFileDialog)
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Use used_in_transfer instead of used_in_compute twice.
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
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More fixes to mobile renderer
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
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* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
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More optimizations on the mobile renderer.
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API improvement on the physics (CharacterBody and related classes)
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Updated softbody handling to allow for area/softbody collision detection and application of area gravity
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gravity for soft bodies.
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Changes:
- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
- get_floor_angle on CharacterBody to get the floor angle.
- get_angle on KinematicCollision to get the collision angle.
- get_last_slide_collision to quickly get the latest collision of move_and_slide.
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Rewrote raster DOF shader to using BOKEH
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The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
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* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.
This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
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Fix directional shadow bias
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Use the Unicode multiplication symbol where relevant
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valid RIDs.
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Fix shader crash when using local var with the same name as varying
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implementation
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Port camera feed to the new RenderingServer API.
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Use real_t and double where appropriate in Particles
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Calinou/nearest-mipmap-use-nearest-for-minification
Use nearest mipmaps for both minification and magnification
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This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
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Uniformize layer names, script methods and documentation
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
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Added parameter names to shader built-in function autocompletion
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