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2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Merge pull request #50250 from luzpaz/typosRémi Verschelde
Fix various typos
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragmentRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-21Forbid varyings from assigning in custom functions to prevent crashesYuri Roubinsky
2021-07-21Merge pull request #50489 from Chaosus/shader_varyingRémi Verschelde
Prevent error if varying assigned but not used (push warning instead)
2021-07-21Merge pull request #50686 from Calinou/use-standard-inf-nan-constantsRémi Verschelde
Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-21Use is_equal_approx in more placesAaron Franke
2021-07-20Merge pull request #50537 from Calinou/improve-shader-error-output-2Rémi Verschelde
Add error marking to the shader error console output
2021-07-20Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde
Use C++11 raw literals for shader code to improve readability
2021-07-20Merge pull request #50618 from reduz/implement-more-specialization-constantsRémi Verschelde
Implement more rendering options as specialization constants
2021-07-19Implement more rendering options as specialization constantsreduz
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19Merge pull request #50604 from aaronfranke/float-array-castRémi Verschelde
Explicitly cast real_t to float when creating a float array
2021-07-19Ensure KinematicBodies only interact with other Bodies with matching mask.Marcel Admiraal
2021-07-19Merge pull request #50566 from reduz/optimize-stringname-usageRémi Verschelde
Optimize StringName usage
2021-07-19Use C++11 raw literals for shader code to improve readabilityHugo Locurcio
In files that have lots of branching, `\t` was replaced with a tab character instead.
2021-07-19Explicitly cast to float when creating a float arrayAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-17Add error marking to the shader error console outputHugo Locurcio
This makes it possible to see where the shader error is without having to look at the trace printed below the source code.
2021-07-15Fixes to forward mobilereduz
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32 * Unfortunately cant be used for compute. * Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15Prevent error if varying assigned but not used (push warning instead)Yuri Roubinsky
2021-07-15Merge pull request #49996 from Chaosus/shader_localvar_warningRémi Verschelde
Added a shader warning about unused local variable
2021-07-15Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_formatJuan Linietsky
Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-15Fixing 2D moving platform logicfabriceci
Fixing by applying the movement in two steps, first the platform movement, and then the body movement. Plus, add the platform movement when we are on_wall.
2021-07-14Removes lines about window size from the console outputYuri Roubinsky
2021-07-14Check if there are new docs missing on CIYuri Sizov
2021-07-14Merge pull request #50255 from Calinou/physicsserver3d-add-set-iterationsRémi Verschelde
Add a method to set the number of physics solver iterations in 3D
2021-07-13Merge pull request #50063 from nekomatata/more-accurate-move-and-slideRémi Verschelde
Make move_and_slide collision detection more accurate
2021-07-13Merge pull request #50402 from reduz/use-specialization-constantsJuan Linietsky
Use specialization constants in clustered renderer
2021-07-13Merge pull request #47604 from christinoleo/masterRémi Verschelde
Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor
2021-07-13Merge pull request #50381 from reduz/implement-disable-classesRémi Verschelde
Implement the ability to disable classes
2021-07-13Separate underscore from grapheme punctuation to enable doubleclick and ↵Leonardo Christino
caret jump over snakecase variables in editor
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13Merge pull request #50086 from Geometror/label-improve-layout-optionsRémi Verschelde
Improvements to Label's layout options
2021-07-13Use 32bit instead of 64bit 3D render buffer on mobileBastiaan Olij
2021-07-12Use specialization constants in clustered rendererreduz
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
2021-07-12Merge pull request #50194 from BastiaanOlij/fix_multiple_reflection_probesRémi Verschelde
Fix indexing of multiple reflection probes
2021-07-12Explicit error message when setting active a Viewport that is already active.TaskManagerCZ
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-12Change VSync mode project setting enum type from string to integerHendrik Brucker
2021-07-11Implement Specialization Constantsreduz
* Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
2021-07-10Add a method to set the number of physics solver iterations in 3DHugo Locurcio
This is only for GodotPhysics, and adds a 3D counterpart to the 2D method that was recently added.
2021-07-10Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio
2021-07-07Fix material invalidation on reimport.reduz
* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors. * Added the possibility to get a notification when a uniform set is erased. * With this notification, materials can be queued for update properly.
2021-07-07Fix threaded update for texturesreduz
* Previews and other stuff now works again. * Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07Merge pull request #50193 from reduz/fix-command-queue-crashRémi Verschelde
Fix Command Queue Crash