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2021-12-05Remove or make verbose some debugging printsHugo Locurcio
The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).
2021-12-03Fix `^=` operator in shadersYuri Roubinsky
2021-12-02Merge pull request #55474 from akien-mga/copy-operators-no-referenceRémi Verschelde
2021-12-02Merge pull request #53904 from ↵Rémi Verschelde
ChristopheClaustre/bugfix_shader_compile_spirv_from_source
2021-12-02Merge pull request #55402 from TokageItLab/fixed-immediatemesh-minimum-aabbRémi Verschelde
Fixed minimum size of `AABB` in `ImmediateMesh` to draw only one vertex
2021-12-02Fixed minimum size of aabb in ImmediateMesh to draw only one vertexSilc 'Tokage' Renew
2021-12-01Fix shader crash when using existed constant name for structYuri Roubinsky
2021-12-01Fix declaring array size twice in global shader constantYuri Roubinsky
2021-12-01Allow using empty statements in the shader, added formatting warningYuri Roubinsky
2021-11-30Merge pull request #55490 from Chaosus/fix_shader_crashRémi Verschelde
2021-11-30Merge pull request #55431 from Chaosus/shader_fix_constantsRémi Verschelde
2021-11-30Fix shader crash when assigning array to non-array in global constantYuri Roubinsky
2021-11-30Don't return reference on copy assignment operatorsRémi Verschelde
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this can lead to confusing code and subtle bugs. According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++ allows any arbitrary return type, so this is standard compliant. This could be re-assessed if/when we have an actual need for a behavior more akin to that of the C++ STL, for now this PR simply changes a handful of cases which were inconsistent with the rest of the codebase (`void` return type was already the most common case prior to this commit).
2021-11-29Fix `INDEX` built-in in a process function of particle shaderYuri Roubinsky
2021-11-29Fix built-in(PI, TAU, E) assignment to a global constant in a shaderYuri Roubinsky
2021-11-26Fix `TIME` using in custom functions of particle shaderYuri Roubinsky
2021-11-26Merge pull request #55311 from Chaosus/fix_uniform_arrayRémi Verschelde
Fix uniform array alignment to fix a bug
2021-11-26Merge pull request #55325 from Calinou/fsr-use-warn-printRémi Verschelde
2021-11-25Merge pull request #55313 from nekomatata/bounce-energy-stabilityRémi Verschelde
2021-11-25Merge pull request #55310 from Ev1lbl0w/fix_headless_window_errorsRémi Verschelde
2021-11-25Use `WARN_PRINT_ONCE()` for FSR-related warning messagesHugo Locurcio
`print_error()` should generally not be used directly. Also, falling back is best done by printing a warning message instead of an error message.
2021-11-25Fix uniform array alignment to fix a bugYuri Roubinsky
2021-11-25Remove disabled debug code in ClusterBuilderRDHugo Locurcio
2021-11-25Fix RigidDynamicBody gaining momentum with bouncePouleyKetchoupp
Bounce calculation now uses the previous frame's velocity, so it's consistent with the actual motion of the bodies involved and not the yet-to-be-applied forces. When bounce is 1, using the current velocity was causing the new forces (including gravity) to be taken into account, which lead to the bounce velocity to be higher than the falling velocity at the moment of impact, adding more and more energy over time.
2021-11-25Added more empty definitions for headless display serverRicardo Subtil
2021-11-25Revert "Pushes array of uniforms to first place in the buffer"Yuri Roubinsky
2021-11-25[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.bruvzg
2021-11-24Merge pull request #51679 from Je06jm/fsrRémi Verschelde
AMD FidelityFX Super Resolution
2021-11-24Merge pull request #55281 from bruvzg/mvk_fog_volumesRémi Verschelde
2021-11-24[macOS / iOS] Use storage buffers instead of unsupported images for the ↵bruvzg
volumetric fog on MoltenVK.
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-23Prevent return statement from using in block in shader main functionsYuri Roubinsky
2021-11-22Add wakeup() conditional if previous gravity was 0Brennen Green
2021-11-22Add methods to get position from column and line in TextEditYuri Sizov
2021-11-20Add area to moved list when changing monitorable,Marcel Admiraal
and only remove area from query when deleting pair if it was monitorable.
2021-11-19Allow passing non-variable constant to const function param in shadersYuri Roubinsky
2021-11-18Merge pull request #55084 from JFonS/fix_depth_prepassRémi Verschelde
Fix Depth-Prepass transparency mode
2021-11-18Merge pull request #55085 from JFonS/transparency_fixesRémi Verschelde
Fix transparency state initialization
2021-11-18Fix Depth-Prepass transparency modejfons
Add mising bits of implementation and ensure depth-prepass objects are only rendered in the transparency pass.
2021-11-18Merge pull request #55074 from nekomatata/fix-soft-body-gravityRémi Verschelde
2021-11-17Fix applied gravity on soft bodiesPouleyKetchoupp
Regression fix, gravity was accumulated between frames after some changes around area gravity calculation. Also got rid of unused member and method in soft body class.
2021-11-17Fix contact generation with backface collision disabledPouleyKetchoupp
Replaced the previous implementation for backface collision handling (in test_axis function from SAT algorithm) with much simpler logic in the collision generation phase with face shapes, in order to get rid of wrong contacts when backface collision is disabled. Now it just ignores the generated collision if the contact normal is against the face normal, with a threshold to keep edge contacts. Added a special case for soft bodies to invert the collision instead of ignoring it, because for now it's the best solution to avoid soft bodies to go through concave shapes (they use small spheres). This might be replaced with a better algorithm for soft bodies later.
2021-11-17Fix rest_info returning no result with high margin and low motionPouleyKetchoupp
Apply the same logic as in test_body_motion to make sure the minimum allowed depth doesn't filter out all contacts in this case.
2021-11-17Merge pull request #55029 from clayjohn/VULKAN-SRGBRémi Verschelde
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-16Fix SRGB conversions in Vulkan Rendererclayjohn
2021-11-16Merge pull request #55036 from nekomatata/bvh-fix-updateCamille Mohr-Daurat
Fix physics BVH pairing for teleported or fast moving objects
2021-11-16Fix physics BVH pairing for teleported or fast moving objectsPouleyKetchoupp
Updating the broadphase to find new collision pairs was done after checking for collision islands, so it was working in most cases due to the pairing margin used in the BVH, but in case of teleported objects the narrowphase collision could be skipped. Now it's done before checking for collision islands, so we can ensure that broadphase pairing has been done at the same time as objects are marked as moved so their collision can be checked properly. This issue didn't happen in the Octree/HashGrid because they do nothing on update and trigger pairs directly when objects move instead.
2021-11-16Rename built-in `SGN()` macro to `SIGN()`Hugo Locurcio
This matches the name of the GDScript function (except it's uppercase here).
2021-11-14Merge branch 'godotengine:master' into bugfix_shader_compile_spirv_from_sourcechris.clst