Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-07-25 | Merge pull request #50809 from akien-mga/iterators-const-references | Rémi Verschelde | |
2021-07-25 | Merge pull request #50250 from luzpaz/typos | Rémi Verschelde | |
Fix various typos | |||
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-25 | Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment | Rémi Verschelde | |
2021-07-25 | Fix various typos with codespell | luz 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` | |||
2021-07-25 | Use fragment shader instead of compute shader for effects for mobile renderer | Bastiaan Olij | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-22 | Move `alert` function from `DisplayServer` to `OS`. | bruvzg | |
2021-07-21 | Forbid varyings from assigning in custom functions to prevent crashes | Yuri Roubinsky | |
2021-07-21 | Merge pull request #50489 from Chaosus/shader_varying | Rémi Verschelde | |
Prevent error if varying assigned but not used (push warning instead) | |||
2021-07-21 | Merge pull request #50686 from Calinou/use-standard-inf-nan-constants | Rémi Verschelde | |
Use the standard C `INFINITY` and `NAN` constants directly | |||
2021-07-21 | Use the standard C `INFINITY` and `NAN` constants directly | Hugo 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. | |||
2021-07-21 | Use is_equal_approx in more places | Aaron Franke | |
2021-07-20 | Merge pull request #50537 from Calinou/improve-shader-error-output-2 | Rémi Verschelde | |
Add error marking to the shader error console output | |||
2021-07-20 | Merge pull request #50605 from Calinou/tweak-shader-code-style | Rémi Verschelde | |
Use C++11 raw literals for shader code to improve readability | |||
2021-07-20 | Merge pull request #50618 from reduz/implement-more-specialization-constants | Rémi Verschelde | |
Implement more rendering options as specialization constants | |||
2021-07-19 | Implement more rendering options as specialization constants | reduz | |
* 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. | |||
2021-07-19 | Merge pull request #50604 from aaronfranke/float-array-cast | Rémi Verschelde | |
Explicitly cast real_t to float when creating a float array | |||
2021-07-19 | Ensure KinematicBodies only interact with other Bodies with matching mask. | Marcel Admiraal | |
2021-07-19 | Merge pull request #50566 from reduz/optimize-stringname-usage | Rémi Verschelde | |
Optimize StringName usage | |||
2021-07-19 | Use C++11 raw literals for shader code to improve readability | Hugo Locurcio | |
In files that have lots of branching, `\t` was replaced with a tab character instead. | |||
2021-07-19 | Explicitly cast to float when creating a float array | Aaron Franke | |
2021-07-18 | Optimize StringName usage | reduz | |
* 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. | |||
2021-07-17 | Add error marking to the shader error console output | Hugo Locurcio | |
This makes it possible to see where the shader error is without having to look at the trace printed below the source code. | |||
2021-07-15 | Fixes to forward mobile | reduz | |
* 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. | |||
2021-07-15 | Prevent error if varying assigned but not used (push warning instead) | Yuri Roubinsky | |
2021-07-15 | Merge pull request #49996 from Chaosus/shader_localvar_warning | Rémi Verschelde | |
Added a shader warning about unused local variable | |||
2021-07-15 | Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format | Juan Linietsky | |
Use 32bit instead of 64bit 3D render buffer on mobile renderer | |||
2021-07-15 | Fixing 2D moving platform logic | fabriceci | |
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. | |||
2021-07-14 | Removes lines about window size from the console output | Yuri Roubinsky | |
2021-07-14 | Check if there are new docs missing on CI | Yuri Sizov | |
2021-07-14 | Merge pull request #50255 from Calinou/physicsserver3d-add-set-iterations | Rémi Verschelde | |
Add a method to set the number of physics solver iterations in 3D | |||
2021-07-13 | Merge pull request #50063 from nekomatata/more-accurate-move-and-slide | Rémi Verschelde | |
Make move_and_slide collision detection more accurate | |||
2021-07-13 | Merge pull request #50402 from reduz/use-specialization-constants | Juan Linietsky | |
Use specialization constants in clustered renderer | |||
2021-07-13 | Merge pull request #47604 from christinoleo/master | Rémi Verschelde | |
Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor | |||
2021-07-13 | Merge pull request #50381 from reduz/implement-disable-classes | Rémi Verschelde | |
Implement the ability to disable classes | |||
2021-07-13 | Separate underscore from grapheme punctuation to enable doubleclick and ↵ | Leonardo Christino | |
caret jump over snakecase variables in editor | |||
2021-07-13 | Implement the ability to disable classes | reduz | |
* 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. | |||
2021-07-13 | Merge pull request #50086 from Geometror/label-improve-layout-options | Rémi Verschelde | |
Improvements to Label's layout options | |||
2021-07-13 | Use 32bit instead of 64bit 3D render buffer on mobile | Bastiaan Olij | |
2021-07-12 | Use specialization constants in clustered renderer | reduz | |
* 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. | |||
2021-07-12 | Merge pull request #50194 from BastiaanOlij/fix_multiple_reflection_probes | Rémi Verschelde | |
Fix indexing of multiple reflection probes | |||
2021-07-12 | Explicit error message when setting active a Viewport that is already active. | TaskManagerCZ | |
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2021-07-12 | Change VSync mode project setting enum type from string to integer | Hendrik Brucker | |
2021-07-11 | Implement Specialization Constants | reduz | |
* 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. | |||
2021-07-10 | Add a method to set the number of physics solver iterations in 3D | Hugo Locurcio | |
This is only for GodotPhysics, and adds a 3D counterpart to the 2D method that was recently added. | |||
2021-07-10 | Merge pull request #48622 from Geometror/reimplement-disableable-vsync | Hugo Locurcio | |
2021-07-07 | Fix 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. | |||
2021-07-07 | Fix threaded update for textures | reduz | |
* Previews and other stuff now works again. * Not the best solution, will have to be improved in the future usinc async queues where supported. | |||
2021-07-07 | Merge pull request #50193 from reduz/fix-command-queue-crash | Rémi Verschelde | |
Fix Command Queue Crash |