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2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-28Use real_t in physics codeAaron Franke
2021-01-28Make hex_to_int and bin_to_int handle the prefix automaticallyAaron Franke
Also add BinToInt to C#
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-27Correctly expose transform as 3D transformWinston Yallow
2021-01-26Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26Reorganize RenderingDevice barriersreduz
-Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-25Add named resources and debug labels in RenderDocclayjohn
2021-01-25Implement shadow meshesreduz
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
2021-01-24Several GI related optimizations and fixesreduz
-SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
2021-01-20Merge pull request #44668 from clayjohn/VULKAN-downsampleRémi Verschelde
Use cubemap downsampler for reflection mipmaps
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19Shader optimizations to reduce VGPR usage and increase occupancyreduz
2021-01-16Fixes #45025 - Protects _last_mix_time and _last_frame_time with the ↵Sean LaPlante
AudioDriver lock() and unlock() methods
2021-01-14Merge pull request #43923 from madmiraal/fix-43588Rémi Verschelde
Fix cast_motion sometimes failing
2021-01-13Merge pull request #45136 from akien-mga/clang-format-11Rémi Verschelde
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-12Renamed `emit_particle` to `emit_subparticle` shader functionYuri Roubinsky
2021-01-11Fix shader uniform instances compilationYuri Roubinsky
2021-01-11Merge pull request #45066 from Chaosus/shader_fix_uniform_crashRémi Verschelde
Prevent editor crash due to modify the order of non-instance shader uniforms by instance uniforms
2021-01-10Prevent crash due to assigning incorrect order of instance uniformYuri Roubinsky
2021-01-09Fix LIGHT compilation for canvas shaderYuri Roubinsky
2021-01-07Fix multiple issues with one-way collisionsMarcel Admiraal
For RigidBodies, uses the collision normal determined by relative motion to determine whether or not a one-way collision has occurred. For KinematicBodies, performs additional checks to ensure a one-way collision has occurred, and averages the recovery step over all collision shapes. Co-authored-by: Sergej Gureev <sergej.gureev@relex.fi>
2021-01-06Added ability to visualize native shadersreduz
2021-01-05Change the light attenuation formulas.reduz
-Much better looking, physically based. -Almost negligible extra cost.
2021-01-05Threaded optimizations to cull and renderreduz
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05Rewrite render code to be more cache and thread friendly.reduz
2021-01-05Reorganize renderer code.reduz
So it can hopefully be made more cache efficient afterwards.
2021-01-04Merge pull request #44842 from clayjohn/VULKAN-SSAO-2Rémi Verschelde
SSAO renames and move push constant binding
2021-01-04fix inconsistent normal map shader variable namingHendrik Brucker
2021-01-04Merge pull request #44530 from clayjohn/VULKAN-framebuffer-errorRémi Verschelde
Use basic uniform set for depth prepass
2021-01-03SSAO cleanup and fixesclayjohn
2021-01-02Typo correctionMuller-Castro
simple typo correction
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-29Expose gltf2 eight weights.K. S. Ernest (iFire) Lee
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanupRémi Verschelde
Cleanup leftover functions from adding SSAO
2020-12-27Merge pull request #44705 from Chaosus/shader_fix_array_postinitYuri Roubinsky
Fix using post-init shader array constructors
2020-12-26Cleanup leftover functions from adding SSAOclayjohn
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
2020-12-27Fix using post-init shader array constructorsYuri Roubinsky
2020-12-27Merge pull request #44436 from Chaosus/shader_const_switchYuri Roubinsky
Added support for constants in shader `case` and array size declaration
2020-12-24Use cubemap downsampler for reflection mipmapsclayjohn
2020-12-24Merge pull request #44656 from reduz/cull-fixes-and-optimizationsJuan Linietsky
Cull fixes and optimizations