Age | Commit message (Collapse) | Author |
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These methods weren't exposed to the scripting API.
Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
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This makes its organization consistent with MovieWriterMJPEG.
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Use the Static global illumination mode in GeometryInstance3D by default
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Consider uniform writability part of the interface of the set
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raw render to the screen. Now, it commits
the fsr upscaled image
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- Rename audio mix rate setting as the suffix is now part of the
property hint. This is also more consistent with existing mix rate
project settings.
- Improve the MovieWriter class reference.
- Tweak warning message about audio possibly going out of sync.
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Moved cube_to_dp and cubemap logic into CopyEffects
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Adds a helper function to check if a world space position is currently owned by a navigation region.
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This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
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Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
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Fix ogg edge cases
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Remove redundant thread sync counter draw_pending
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Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
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This makes it work consistently for motion vectors in all functions, including user-defined ones.
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Implement a Movie Maker mode
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* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
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This allows for previewing the effects of the various 3D scaling
project settings without having to restart the editor.
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Introduce eye_offset for correcting stereoscopic reflections
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Use view instead of vertex for reflections.
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Fix glow in Mix mode not working correctly when FXAA is enabled
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TextServer.
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Glow must be performed after FXAA to ensure correct appearance.
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Streamline Navigation layer function names.
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- Specular can now be set above 1.0.
- Blur can be set to 0 to disable shadow blurring entirely, which is useful
on lights that have a non-zero size.
- When shadow blurring is disabled, lights that have a non-zero size will
not use PCSS-like soft shadows, speeding up shadow rendering
considerably.
- Some property hints now allow more precise values.
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ReflectionProbe
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