Age | Commit message (Collapse) | Author |
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(cherry picked from commit ab60d3b65ce990a44fe595ec0860c0ae9ce9358d)
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(cherry picked from commit c58e50adccf5476dbc661cb2d0f807e419a9e586)
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This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
(cherry picked from commit fb77021559c42d5512f12baa07dcf94c47b7ab15)
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(cherry picked from commit 09aa1bbdb3c9dc4891a192854636a4e33ccd46bc)
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(cherry picked from commit 2beed0d5dcbfe6a69bc9d5a3a17c4977f10c9a7a)
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(cherry picked from commit 34896d8e89022935cde02b07f2b22e5a2dff5b4f)
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project settings.
We'll default to a sensible value in the case that a user has
somehow managed to modify the configuration file incorrectly.
Closes 69819
(cherry picked from commit 5a08091168782a924cd3a23baf31c5cd4cd63906)
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(cherry picked from commit 3e7752463aed5adc59dc0f962e541b691800315f)
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This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
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Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
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(cherry picked from commit 6229c2a1f99135b841ce43f2728b4ac35a9b1938)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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(cherry picked from commit d904516e553426dae1fa40566e3fe67f6213e769)
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The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
(cherry picked from commit e4d5cecd4c5e571b6f46b2a7d3e693d09277eb37)
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(cherry picked from commit d7aed57b60a06a46a8495b5c605c078fe72a220b)
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Shlick term
(cherry picked from commit 2c000cb72fc04fd76c5d3b6bc53955f83bf50c71)
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three significant digits, so values down to "0.001" can be specified.
Updated additional 2D and 3D physics parameters based on team recommendations
Co-Authored-By: Ricardo Buring <rburing@users.noreply.github.com>
(cherry picked from commit 1d1d3c71e0b0f588150e8149c9bfe32afbb5e437)
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Fix PhysicsDirectSpaceState3D::_collide_shape return type.
Also PhysicsDirectSpaceState2D::_collide_shape.
(cherry picked from commit 61429a5f49f2509f631703886b8b3234701a0206)
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(cherry picked from commit fd8f26f26e2f8875e4e305bc22f04f0deaf9a44c)
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(cherry picked from commit 59c31004f8c6feed601f2bfeedb86959563a4ef0)
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(cherry picked from commit bec1182093febd37362766d67b6e78895343434a)
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(cherry picked from commit be64ffd25d0be68dce2b568c79347bab8101ac23)
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Fixes #58113
(cherry picked from commit 26aecbfe572c7c1164cfb36088aaf443a73f99df)
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are visible
(cherry picked from commit f25508befb4f0358ba8a8aaa35cdee4d9c20637c)
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(cherry picked from commit 06a1fe03644c57256b90b2840db1ef902187145a)
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spatial shader
(cherry picked from commit 528e0d095eba65804e3b4174f8138cdc920382a9)
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(cherry picked from commit 903aa0e385ac79ca747029c0e12823b2671304a8)
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(cherry picked from commit 1adc4e5875782c064759bf810c511ac42b0f2d05)
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(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
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Add warnings for unsupported features in mobile and gl_compatibility backends
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Increase SSAO and SSIL bias to account for variance in mipmap generation
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Use the original canvas to calculate light positioning
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Fix CCD in case of multiple supports in motion direction
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Fix hanging if audiostream's pitch_scale is NaN
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Improvements and fixes based on Weblate comments
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Avoid memory corruption when GodotConvexPolygonShape3D is setup more than once
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Fix sampling bug when SSAO is using half size
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Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation.
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Fix navigation debug not toggleable in scripts
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default values from documentation.
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Fixes that navigation debug was not toggleable in script while even the docs mentioned it.
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