Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-06-15 | Merge pull request #49630 from kodiwills/fix-custom-irradiance-typo | Rémi Verschelde | |
Fix typo in `CUSTOM_IRRADIANCE` calculations | |||
2021-06-15 | Fix typo in CUSTOM_IRRADIANCE calculations | Kodi | |
2021-06-14 | Merge pull request #49584 from timothyqiu/shader-data-null-check | Rémi Verschelde | |
Add missing null check for ShaderData | |||
2021-06-14 | Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-sets | Rémi Verschelde | |
Store SSAO uniform sets per viewport | |||
2021-06-14 | Merge pull request #49585 from timothyqiu/oh-unsigned | Rémi Verschelde | |
Fix invalid read when using MultiMesh | |||
2021-06-14 | Merge pull request #48847 from JFonS/vis_deps | Rémi Verschelde | |
Implement visibility range and dependencies | |||
2021-06-14 | Implement visibility range and dependencies. | jfons | |
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`, `visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`. Together they define a range in which the GeometryInstance3D will be visible from the camera, taking hysteresis into account for state changes. A begin or end value of 0 will be ignored, so the visibility range can be open-ended in both directions. This commit also adds the `visibility_parent` property to 'Node3D'. Which defines the visibility parents of the node and its subtree (until another parent is defined). Visual instances with a visibility parent will only be visible when the parent, and all of its ancestors recursively, are hidden because they are closer to the camera than their respective `visibility_range_begin` thresholds. Combining visibility ranges and visibility parents users can set-up a quick HLOD system that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes for far away groups (i.e. cities, woods). | |||
2021-06-14 | Fix invalid read when using MultiMesh | Haoyu Qiu | |
2021-06-14 | Add missing null check for ShaderData | Haoyu Qiu | |
2021-06-14 | Fixed error spam when XR mode is not enabled and a missed setting rename | Bastiaan Olij | |
2021-06-13 | Store SSAO uniform sets per viewport | clayjohn | |
2021-06-13 | Add stereoscopic rendering through multiview | Bastiaan Olij | |
2021-06-12 | Make shader compiler again after roughness limiter fix | reduz | |
Fix shader compilation error after merging #49549 | |||
2021-06-12 | Merge pull request #49549 from clayjohn/VULKAN-roughness-limiter | Juan Linietsky | |
Fix roughness limiter derivative | |||
2021-06-12 | Fix roughness limiter derivative | clayjohn | |
2021-06-12 | Fix VoxelGI (works again). | reduz | |
It was broken due to #46046, this makes it work again. | |||
2021-06-12 | Merge pull request #49520 from pfertyk/issue-46278-empty-texture-crashes-godot | Rémi Verschelde | |
Validate texture in RendererStorageRD::free | |||
2021-06-11 | Validate texture in RendererStorageRD::free | Paweł Fertyk | |
2021-06-11 | Merge pull request #49312 from RandomShaper/reference_to_ref_count | Rémi Verschelde | |
Rename `Reference` to `RefCounted` | |||
2021-06-11 | Merge pull request #47835 from mortarroad/master-lossless-webp | Rémi Verschelde | |
Implement lossless WebP encoding | |||
2021-06-11 | Fix tangent importing | reduz | |
* Binormal compression was wrong. | |||
2021-06-11 | Rename Reference to RefCounted | Pedro J. Estébanez | |
2021-06-11 | Implement lossless WebP encoding | Morris Tabor | |
2021-06-11 | Core: Move DirAccess and FileAccess to `core/io` | Rémi Verschelde | |
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already. | |||
2021-06-11 | Merge pull request #42636 from madmiraal/fix-infinite-inertia | Rémi Verschelde | |
2021-06-10 | Merge pull request #49456 from Chaosus/fix_shader_length | Yuri Roubinsky | |
Fix `length()` array function usage in shader | |||
2021-06-10 | Fix `length()` array function usage in shader | Yuri Roubinsky | |
2021-06-09 | Refactor CommandQueueMT | reduz | |
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable. | |||
2021-06-09 | Fix shader compilation with render_mode: `specular_phong` | Yuri Roubinsky | |
2021-06-08 | Removes deleted OrenNayar mode from shaders and materials | Yuri Roubinsky | |
2021-06-07 | Fix uninitialized members in physics query results | PouleyKetchoupp | |
2021-06-07 | Style: Cleanup uses of double spaces between words | Rémi Verschelde | |
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot. | |||
2021-06-06 | Prevent shader crash when returning array when return type is scalar | Yuri Roubinsky | |
2021-06-05 | Rename GI Classes | reduz | |
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion. | |||
2021-06-05 | Merge pull request #45364 from madmiraal/rename-quat | Rémi Verschelde | |
Rename Quat to Quaternion | |||
2021-06-05 | Deleted YSort, moved its functionality directly into Node2D. | andriyDev | |
YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc. | |||
2021-06-04 | Safe margin cleanup | PouleyKetchoupp | |
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D. | |||
2021-06-04 | More explanatory names for RigidBody modes | PouleyKetchoupp | |
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet). | |||
2021-06-04 | KinematicBody split between new CharacterBody and PhysicsBody | PouleyKetchoupp | |
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move. | |||
2021-06-04 | Rename Quat to Quaternion | Marcel Admiraal | |
2021-06-03 | Merge pull request #38430 from aaronfranke/transform3d | Rémi Verschelde | |
2021-06-03 | Merge pull request #43450 from aaronfranke/mouse-mode-bitwise | Rémi Verschelde | |
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum | |||
2021-06-03 | Rename Vector2 clamped to limit_length and add limit_length to Vector3 | Aaron Franke | |
2021-06-03 | Add MOUSE_MODE_CONFINED_HIDDEN | Aaron Franke | |
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2021-06-03 | Rename files and the exposed name for Transform3D | Aaron Franke | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-06-01 | Move remaining dummy drivers to servers. | Fabio Alessandrelli | |
2021-06-01 | Merge pull request #49067 from JFonS/fix_gcc_warnings | Rémi Verschelde | |
Fix some warnings raised by GCC-11.1 | |||
2021-05-31 | Merge pull request #49185 from DrRevert/inertia_nan_fix | Rémi Verschelde | |
GodotPhysics: Avoid NaNs when calculating inertias for bodies without mass/area |