Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-12-13 | Merge pull request #70009 from clayjohn/glow-hq | Rémi Verschelde | |
Remove high quality glow as it is not any higher quality than regular glow | |||
2022-12-13 | Merge pull request #70003 from clayjohn/GLES3-cc | Rémi Verschelde | |
Various fixes and documentation for CanvasGroup | |||
2022-12-13 | Various fixes and documentation for CanvasGroup | clayjohn | |
Properly apply custom materials with CanvasGroups in the GLES3 backend Properly blur backbuffer when using a partial rect in forward_plus and gl_compatibility renderers Properly set fit_margin when clear_margin is set Fix shader error during backbuffer clear in mobile renderer | |||
2022-12-13 | Remove high quality glow as it is not any higher quality than regular glow | clayjohn | |
2022-12-13 | Merge pull request #69985 from clayjohn/mobile-rim | Rémi Verschelde | |
Ensure that rim lighting uses an exponent base greater than zero | |||
2022-12-13 | Merge pull request #69828 from clayjohn/SSR-roughness | Rémi Verschelde | |
Fade out SSR with roughness so that it doesn't show at high roughness amounts | |||
2022-12-12 | Ensure that rim lighting uses a exponent base greater than zero | clayjohn | |
This avoids the undefined behavior that happens if the base is zero and the exponent is zero | |||
2022-12-12 | Fix screen texture slightly darker | Fabio Iotti | |
2022-12-12 | Merge pull request #69629 from smix8/agent_wild_callback_pointer_4.x | Rémi Verschelde | |
Fix Navigation agent callback wild pointer crash | |||
2022-12-12 | Fix Navigation agent callback wild pointer crash | smix8 | |
Fixes crash in sanitizer builds when callback agent or object are already freed. | |||
2022-12-12 | Merge pull request #69718 from groud/finally_rename_gdnative_to_gdextension | Rémi Verschelde | |
Rename all gdnative occurences to gdextension | |||
2022-12-12 | Rename all gdnative occurences to gdextension | Gilles Roudière | |
Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface | |||
2022-12-11 | Changed `RD::PipelineDynamicStateFlags` type to enum flags | Yuri Rubinsky | |
2022-12-11 | Merge pull request #69852 from rburing/heightmap_shape_typo_bugfix | Rémi Verschelde | |
Fix typo bug in heightmap shape | |||
2022-12-10 | Enable assigning an owner to navigation regions and links | Josh Jones | |
This allows users of the server APIs to get back the nodes that created certain regions and links. | |||
2022-12-10 | Fix typo bug in heightmap shape | Ricardo Buring | |
2022-12-09 | Remove warning when playing random no-repeat sound with only 1 sound in pool | Hugo Locurcio | |
This makes setting up sounds for random pitch/volume faster, as you don't have to change the mode from Random (Avoid Repeats) to Random anymore if you only care about randomizing pitch/volume but want to prevent a warning message from appearing on every playback. | |||
2022-12-09 | Fade out SSR with roughness so that it doesn't show at high roughness amounts | clayjohn | |
2022-12-08 | Merge pull request #69735 from clayjohn/Particles2D-sdf | Rémi Verschelde | |
Detect and report if 2D particles use the screen SDF | |||
2022-12-07 | Detect and report if 2D particles use the screen SDF | clayjohn | |
This ensures that the SDF is updated even if not used in a canvas_item shader | |||
2022-12-07 | Merge pull request #69712 from bruvzg/real_size | Rémi Verschelde | |
Rename `window_get_real_size`, add position counterpart. | |||
2022-12-07 | Merge pull request #69091 from CherrySodaPop/vr-texel-zero-division | Rémi Verschelde | |
Fix VRS object being created even when not supported | |||
2022-12-07 | Merge pull request #69674 from rburing/conStraint | Rémi Verschelde | |
Fix typo in physics step: contraint -> constraint | |||
2022-12-07 | Check if VRS is supported on creating VRS object | Lily Garcia | |
2022-12-07 | Rename `window_get_real_size` to `window_get_size_with_decorations`, add ↵ | bruvzg | |
`window_get_position_with_decorations`. | |||
2022-12-07 | Fix Determining Window for Touchscreen | Markus Sauermann | |
DisplayServer::screen_is_touchscreen will likely never utilize its parameter p_screen. This PR replaces this function by DisplayServer::is_touchscreen_available() with the same functionality. This solves the problem, that a SubViewport was used for determining the screen, which resulted in error messages. | |||
2022-12-06 | Merge pull request #69671 from rburing/cylinder-cylinder_sat_typo | Rémi Verschelde | |
Fix typo in cylinder-cylinder SAT collision solver | |||
2022-12-06 | Fix typo in physics step: contraint -> constraint | Ricardo Buring | |
2022-12-06 | Fix typo in cylinder-cylinder SAT collision solver | Ricardo Buring | |
2022-12-06 | Merge pull request #69657 from rburing/degenerate_capsule_has_no_edge | Rémi Verschelde | |
Fix collision detection for degenerate capsules | |||
2022-12-06 | Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix | Rémi Verschelde | |
Fix mobile renderer sky_transform operations | |||
2022-12-06 | Fix collision detection for degenerate capsules | Ricardo Buring | |
In GodotCapsuleShape3D::get_supports and GodotCapsuleShape2D::get_supports, return a point instead of an edge of length zero in case the capsule degenerates to a sphere or circle. | |||
2022-12-06 | Modified the mobile renderer to apply the sky_transform operations in the ↵ | Malcolm Nixon | |
same order as the forward_plus renderer. Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer. | |||
2022-12-06 | Merge pull request #65035 from nathanfranke/fix-aabb-mesh | Rémi Verschelde | |
Fix AABB errors on meshes with bones on multiple surfaces | |||
2022-12-05 | draw fish bones for Path2D and Path3D | Yaohua Xiong | |
These fish bones are add to indicate the direction and local transforms alone the path. | |||
2022-12-05 | Merge pull request #68995 from bruvzg/sys_font_for_text | Rémi Verschelde | |
Use system fonts as fallback. | |||
2022-12-04 | fix aabb errors on meshes with bones on multiple surfaces | Nathan Franke | |
2022-12-04 | Use system fonts as fallback and improve system font handling. | bruvzg | |
Add support for font weight and stretch selection when using system fonts. Add function to get system fallback font from a font name, style, text, and language code. Implement system font support for Android. Use system fonts as a last resort fallback. | |||
2022-12-03 | Implement CAMERA_VISIBLE_LAYERS as built-in shader variable | NumbuhFour | |
2022-12-03 | Merge pull request #69522 from clayjohn/IBL-black-metal | Rémi Verschelde | |
Allow black metallic materials to reflect IBL | |||
2022-12-03 | Merge pull request #69514 from clayjohn/IBL-roughness | Rémi Verschelde | |
Properly remap roughness when reading from radiance map | |||
2022-12-02 | Allow black metallic materials to reflect IBL | clayjohn | |
2022-12-02 | Properly remap roughness when reading from radiance map | clayjohn | |
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3 | |||
2022-12-02 | Merge pull request #68870 from dsnopek/master-webxr-input | Rémi Verschelde | |
Get WebXR fully working in Godot 4! | |||
2022-12-01 | Get WebXR fully working in Godot 4! | David Snopek | |
2022-12-01 | Merge pull request #69430 from Rindbee/fix-clip-contents | Rémi Verschelde | |
Fix child nodes still being drawn when the visible area of a control with `clip_contents` enabled is `0` | |||
2022-12-01 | Merge pull request #69325 from clayjohn/GLES3-skeletons | Rémi Verschelde | |
Add Skeletons and Blend Shapes to the OpenGL renderer | |||
2022-12-01 | Fix child nodes still being drawn when the visible area of a control with ↵ | Rindbee | |
`clip_contents` enabled is `0` | |||
2022-11-30 | Simplify GDVIRTUAL_REQUIRED_CALL calls | kobewi | |
2022-11-29 | Add Skeletons and Blend Shapes to the OpenGL renderer | clayjohn | |
This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x. |