Age | Commit message (Collapse) | Author |
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-Much better looking, physically based.
-Almost negligible extra cost.
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
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So it can hopefully be made more cache efficient afterwards.
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SSAO renames and move push constant binding
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Use basic uniform set for depth prepass
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simple typo correction
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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 🎆
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Rename Math::stepify to snapped
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Rename Vector2.tangent() to Vector2.orthogonal()
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Cleanup leftover functions from adding SSAO
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Fix using post-init shader array constructors
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
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Added support for constants in shader `case` and array size declaration
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Cull fixes and optimizations
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Fix blendshapes and calculation of bone_aabbs
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The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
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Add API to get frame setup time on CPU
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Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
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Replace Octree by DynamicBVH in cull code
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Needed for benchmarks
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
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Rename Control margin to offset
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[CTL] Fix RTL scrolling and tabs selection.
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Replace SAO with ASSAO as Godot's new SSAO
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Ensure default value in _render_shadow is the same as parent
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Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
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Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
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into selection rectangles.
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Rename TrackerHand enums
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Rename Rect2 and Rect2i clip() to intersection()
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Increase the default Camera Zfar to 4000
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
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