Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-16 | Epsilon check for angular velocity in Body3DSW | LoipesMas | |
2021-08-16 | Merge pull request #51635 from reduz/further-mobile-optimizations | Juan Linietsky | |
More optimizations on the mobile renderer. | |||
2021-08-16 | Merge pull request #51645 from fabriceci/improve-physics-api | Rémi Verschelde | |
API improvement on the physics (CharacterBody and related classes) | |||
2021-08-16 | Merge pull request #50785 from jeffrey-cochran/softbody-areas | Rémi Verschelde | |
Updated softbody handling to allow for area/softbody collision detection and application of area gravity | |||
2021-08-16 | Makes a clear error message if shader compilation failed | Yuri Roubinsky | |
2021-08-15 | Enabled softbody-area collision (intersection) and enabled area-specific ↵ | Jeffrey Cochran | |
gravity for soft bodies. | |||
2021-08-16 | Moved disabling bokeh shader variants to before the version_create call | Bastiaan Olij | |
2021-08-15 | API improvement on physics, mainly CharacterBody | fabriceci | |
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. | |||
2021-08-15 | Fix read from screen and depth texture | Bastiaan Olij | |
2021-08-14 | Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster | Rémi Verschelde | |
Rewrote raster DOF shader to using BOKEH | |||
2021-08-14 | Rename LineShape2D to WorldMarginShape2D | Hugo Locurcio | |
The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D). | |||
2021-08-13 | More optimizations on the mobile renderer. | reduz | |
* 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). | |||
2021-08-13 | Merge pull request #51025 from reduz/fix-directional-shadow-bias | Rémi Verschelde | |
Fix directional shadow bias | |||
2021-08-13 | Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol | Rémi Verschelde | |
Use the Unicode multiplication symbol where relevant | |||
2021-08-13 | Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵ | bruvzg | |
valid RIDs. | |||
2021-08-13 | Merge pull request #51609 from Chaosus/shader_fix_varying_error | Yuri Roubinsky | |
Fix shader crash when using local var with the same name as varying | |||
2021-08-13 | Fix shader crash when using local var with the same name as varying | Yuri Roubinsky | |
2021-08-13 | Implemented raster versions of bokeh shaders to replace broken gaussian ↵ | Bastiaan Olij | |
implementation | |||
2021-08-12 | Merge pull request #51581 from bruvzg/camera_feed_port | Rémi Verschelde | |
Port camera feed to the new RenderingServer API. | |||
2021-08-12 | Use the Unicode multiplication symbol where relevant | Hugo Locurcio | |
2021-08-12 | Merge pull request #51580 from aaronfranke/particles-real-double | Rémi Verschelde | |
Use real_t and double where appropriate in Particles | |||
2021-08-12 | Merge pull request #51536 from ↵ | Rémi Verschelde | |
Calinou/nearest-mipmap-use-nearest-for-minification Use nearest mipmaps for both minification and magnification | |||
2021-08-12 | Port camera feed to the new RenderingServer API. | bruvzg | |
2021-08-12 | Use real_t and double where appropriate in Particles | Aaron Franke | |
2021-08-12 | Use nearest mipmaps for both minification and magnification | Hugo Locurcio | |
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games. | |||
2021-08-12 | Merge pull request #51532 from nekomatata/layer-mask-accessors | Rémi Verschelde | |
Uniformize layer names, script methods and documentation | |||
2021-08-12 | Uniformize layer names, script methods and documentation | PouleyKetchoupp | |
- 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 | |||
2021-08-12 | Merge pull request #51391 from Chaosus/shader_param_names | Rémi Verschelde | |
Added parameter names to shader built-in function autocompletion | |||
2021-08-12 | Added parameter names to shader built-in function autocompletion | Yuri Roubinsky | |
2021-08-12 | Removes an internal error report if shader fails compile | Yuri Roubinsky | |
2021-08-12 | Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter | Rémi Verschelde | |
Fix the Use Nearest Mipmap Filter project setting not working | |||
2021-08-12 | Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearance | Rémi Verschelde | |
Fix CPUParticles2D disappearance after amount change | |||
2021-08-12 | Fix CPUParticles2D disappearance after amount change | floppyhammer | |
2021-08-12 | Fix the Use Nearest Mipmap Filter project setting not working | Hugo Locurcio | |
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart. | |||
2021-08-11 | Make radius & height in CapsuleShape3D independent | PouleyKetchoupp | |
Also changed CapsuleMesh to make settings consistent between render and physics. | |||
2021-08-11 | Merge pull request #41634 from KoBeWi/the_independence | Rémi Verschelde | |
2021-08-11 | Make radius & height in CapsuleShape2D independent | Tomasz Chabora | |
2021-08-11 | Decrease the default depth of field bokeh quality | Hugo Locurcio | |
This makes depth of field perform better out of the box, with little visual difference. | |||
2021-08-11 | Merge pull request #51486 from reduz/fixes-to-mobile-renderer | Rémi Verschelde | |
Fixes and optimizations to mobile renderer | |||
2021-08-11 | Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline | Yuri Roubinsky | |
2021-08-11 | Break futher shader compilation after missing `;` after`shader_type` | Yuri Roubinsky | |
2021-08-11 | Allow using more assignment operators on matrixes in shaders | Yuri Roubinsky | |
2021-08-11 | Merge pull request #51494 from Chaosus/shader_fix_varying_crashes | Yuri Roubinsky | |
2021-08-11 | Fix shader crash when using varying array in fragment->light context | Yuri Roubinsky | |
2021-08-11 | Merge pull request #51490 from nekomatata/clean-character-body | Rémi Verschelde | |
Remove infinite inertia and ray shapes from CharacterBody | |||
2021-08-11 | Merge pull request #51178 from Geometror/layout-options-textline-textparagraph | Rémi Verschelde | |
Various text layout improvements (TextLine, TextParagraph, Label, TextServer) | |||
2021-08-10 | Use f0 instead of albedo in blinn and phong | clayjohn | |
2021-08-10 | Fixes and optimizations to mobile renderer | reduz | |
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug). | |||
2021-08-11 | Various text layout improvements (TextLine, TextParagraph, Label, TextServer) | Hendrik Brucker | |
2021-08-10 | Merge pull request #51411 from clayjohn/VULKAN-blinn-phong | Rémi Verschelde | |
[4.0] Make Blinn and Phong specular modes take albedo into account |