Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-09 | Fix resource leaks in VoxelGI | Bastiaan Olij | |
2022-08-08 | Fix macOS and iOS defines in the rendering code. | bruvzg | |
2022-08-08 | Merge pull request #64078 from Nosliwnayr/master | Rémi Verschelde | |
2022-08-08 | Merge pull request #62547 from clayjohn/ref_vec_pbr | Rémi Verschelde | |
2022-08-07 | Add area monitor callback error checking | Ryan Heath | |
2022-08-07 | Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4 | Rémi Verschelde | |
Allow for vec2/vec4 to be used in reflect and refract | |||
2022-08-07 | Allow vec2 and vec4 for reflect and refract | Hendrik Brucker | |
2022-08-07 | Add a shadow opacity property to Light3D | Hugo Locurcio | |
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | |||
2022-08-05 | Add a Framebuffer cache | Juan Linietsky | |
Adds a FramebufferCache singletion that operates the same way as UniformSetCache. Allows creating framebuffers on the fly (and keep them cached if re-requested) such as: ```C++ RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2); ``` | |||
2022-08-04 | Rename shader parameter uniform setter/getter methods for consistency | Hugo Locurcio | |
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them. | |||
2022-08-04 | Merge pull request #63918 from akien-mga/no-s3tc-for-mobile | Rémi Verschelde | |
2022-08-04 | Force disable S3TC support on Android/iOS since we don't handle it | Rémi Verschelde | |
Fixes #63909 for now. This could be improved in the future if we want to properly support S3TC on mobile. | |||
2022-08-04 | Add support for multiple virtual keyboard types | Brian Semrau | |
2022-08-04 | Merge pull request #63899 from bruvzg/hb_510 | Rémi Verschelde | |
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification. | |||
2022-08-04 | HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag ↵ | bruvzg | |
to improve justification. | |||
2022-08-04 | Merge pull request #61918 from KoBeWi/static_body | Rémi Verschelde | |
Add static methods to create RayQueryParameters | |||
2022-08-04 | Improve error message when the requested V-Sync mode cannot be used | Hugo Locurcio | |
2022-08-03 | Merge pull request #61851 from Calinou/particles-default-global-coordinates | Rémi Verschelde | |
2022-08-03 | Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso | Rémi Verschelde | |
2022-08-03 | Merge pull request #58611 from Calinou/ssr-fix-blend-margin | Rémi Verschelde | |
Fade screen-space reflection towards inner margin | |||
2022-08-03 | Merge pull request #63847 from Zylann/shader_switch_uint | Yuri Rubinsky | |
2022-08-03 | Add Nearest Mipmap Anisotropic filter option to decals and projectors | Hugo Locurcio | |
This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps. | |||
2022-08-03 | Fade screen-space reflection towards inner margin | Hugo Locurcio | |
- Fade reflection towards inner margin and clip it at screen edges instead of external margin. - Round edges of the fade margin if both are being cut off to prevent sharp corners. Co-authored-by: puchik <puchik@users.noreply.github.com> | |||
2022-08-02 | Allow shading language to use `switch` statement with uints | Marc Gilleron | |
2022-08-02 | Use global coordinates for particles by default | Hugo Locurcio | |
Particles won't move or rotate anymore with the node (or its parents) by default. This new default behavior is generally more suited to most use cases. Local coordinates can still be enabled on a per-node basis. This affects both 2D and 3D particles, and both CPU and GPU-based particles. | |||
2022-08-02 | Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width | Rémi Verschelde | |
2022-08-02 | Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) | Patrick Exner | |
2022-08-02 | [TextServer] Add ICU Unicode security and spoofing detection. | bruvzg | |
2022-08-02 | Merge pull request #53956 from bruvzg/icu_uax_31 | Rémi Verschelde | |
2022-08-02 | [TextServer] Implement ICU/UAX 31 based `is_valid_identifier` function. | bruvzg | |
2022-08-02 | Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture | Rémi Verschelde | |
Add `hint_transparent` to use a transparent black placeholder texture | |||
2022-08-02 | Merge pull request #63627 from and-rad/vector-field-attractor-fix | Rémi Verschelde | |
Fix vector field particle attractor texture sampling | |||
2022-08-02 | Merge pull request #63589 from RandomShaper/sdfgi_debug_pc | Rémi Verschelde | |
Keep SdfgiDebug shader's push constant size <= 128 | |||
2022-08-02 | Merge pull request #63793 from RandomShaper/fix_unbound_resource | Rémi Verschelde | |
Fix uniform set creation error due to null RID | |||
2022-08-01 | Add `hint_transparent` to use a transparent black placeholder texture | Hugo Locurcio | |
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually. | |||
2022-08-01 | Merge pull request #63767 from kubecz3k/fix/headless-collision | Rémi Verschelde | |
2022-08-01 | Fix uniform set creation error due to null RID | Pedro J. Estébanez | |
2022-08-01 | Merge pull request #63766 from Chaosus/fix_shader_instance_uniform | Yuri Rubinsky | |
2022-08-01 | Fix passing values to the instance uniforms in the shader | Yuri Rubinsky | |
2022-08-01 | fix for headless collision shape generation | Jakub Grzesik | |
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode implementation was inspired by rasterizer_dummy.h from Godot3 | |||
2022-08-01 | Merge pull request #63754 from BastiaanOlij/storage_struct_private | Rémi Verschelde | |
Changed storage structs to private | |||
2022-08-01 | Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject | Rémi Verschelde | |
Tweak default fog settings for better appearance | |||
2022-08-01 | Merge pull request #63587 from clayjohn/specular-occlusion | Rémi Verschelde | |
Treat specular less than 0.02 as occlusion | |||
2022-08-01 | Changed storage structs to private | Bastiaan Olij | |
2022-08-01 | Tweak default fog settings for better appearance | Hugo Locurcio | |
- Increase the default non-volumetric fog density to 0.01 to make adjustments more visible. - Use a less saturated non-volumetric fog color by default (a mix of the sky and horizon colors of the new default ProceduralSkyMaterial). - Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results in more realistic appearance of volumetric fog, at a very low performance cost. | |||
2022-07-31 | Treat specular less than 0.02 as occlusion | clayjohn | |
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials | |||
2022-07-31 | Tweak VoxelGI defaults for better quality | Hugo Locurcio | |
Overall brightness is similar to the previous settings, but lighting now fades off more naturally and reflections feature indirect lighting. Performance is identical. - Enable Use Two Bounces by default. - Decrease Propagation to 0.5 to compensate for the second bounce. | |||
2022-07-31 | Fix Navigation Debug always enabled | smix8 | |
Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off. | |||
2022-07-30 | Make Decal's `modulate` property affect emission color as well | Hugo Locurcio | |
This can be used to recolor special effects such as fake area fog without having to create separate textures for each color. - Improve the Decal class documentation. | |||
2022-07-29 | fix 'Comparison result is always the same' warnings | LinuxUserGD | |