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2022-09-13Move debanding into internal sky shader code so that it is applied after ↵clayjohn
everything else. This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13Merge pull request #65579 from ZuBsPaCe/fix-viewport-sibling-orderRémi Verschelde
Sibling SubViewports must be rendered from top to bottom
2022-09-13Merge pull request #65653 from Chaosus/shader_completion_fixRémi Verschelde
2022-09-13Merge pull request #65738 from BastiaanOlij/fix_ssao_ssil_memory_leakRémi Verschelde
2022-09-13Fix uniform buffer being created every frame is SSAO and SSIL half_size is ↵Bastiaan Olij
different
2022-09-12Fix multiwindow support in GLES3 for X11, Windows, and MacOS.clayjohn
Instead of updating all viewports, then blitting all viewports to the backbuffer, then swapping all buffers, we run through all viewports and render, blit, and swap backbuffer before going to the next viewport.
2022-09-12Merge pull request #65544 from clayjohn/lambert-wrapRémi Verschelde
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ↵clayjohn
by PI
2022-09-12Merge pull request #65594 from clayjohn/SSR-dialectricRémi Verschelde
2022-09-12Fixed MSAA initialisation in clustered forward rendererBastiaan Olij
2022-09-11Prevent duplicated hints in shader uniform completionYuri Rubinsky
2022-09-09Properly scale SSR reflection based on metallic value for dielectric materialsclayjohn
2022-09-09Sibling SubViewports must be rendered from top to bottomZuBsPaCe
Sibling SubViewports must be rendered in the same order as in the Scene Tree, from top to bottom. _sort_active_viewports() reversed their order. Fixes #65545
2022-09-09PhysicsServer2DExtension and PhysicsServer3DExtension: bind all methods (really)Ricardo Buring
2022-09-07Merge pull request #65473 from Chaosus/shader_fix_completionYuri Rubinsky
2022-09-07Merge pull request #65475 from timothyqiu/bounds-checkRémi Verschelde
Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with headless Godot
2022-09-07Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with ↵Haoyu Qiu
headless Godot
2022-09-07Remove `shader_type` from completion (when it does not need any more)Yuri Rubinsky
2022-09-07Expose registration of physics servers to GDExtensionRicardo Buring
This exposes PhysicsServer2DManager and PhysicsServer3DManager.
2022-09-07Merge pull request #65465 from rburing/physics_server_extension_bindRémi Verschelde
2022-09-07Bind all methods in PhysicsServer2DExtension, PhysicsServer3DExtensionRicardo Buring
2022-09-06Merge pull request #64417 from aaronfranke/has-spaceRémi Verschelde
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-05Merge pull request #65321 from rburing/physics_server_2d_extensionRémi Verschelde
Create GDExtension classes for PhysicsServer2D
2022-09-04Replace AABB has_no_volume with has_volumeAaron Franke
Also replace has_no_surface with has_surface
2022-09-05Fix crash when executing `CSGMesh3D.set_mesh` with headless GodotHaoyu Qiu
2022-09-04Create GDExtension classes for PhysicsServer2DRicardo Buring
This allows a 2D physics server created entirely from GDExtension. Based on the structure of PhysicsServer3DExtension by reduz.
2022-09-02Use verbose prints when registering cameras in CameraServerHugo Locurcio
This prevents lines from being printed every time the editor or project starts in the editor Output log.
2022-09-02Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde
2022-09-02Merge pull request #65026 from bruvzg/dark_modeRémi Verschelde
2022-09-02Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde
2022-09-02Add `is_zero_approx` methods to `Vector2`, `3`, and `4`Jonathan Nicholl
2022-09-01Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde
2022-09-01Merge pull request #65216 from bruvzg/trim_fixRémi Verschelde
2022-09-01Merge pull request #63479 from DarkKilauea/nav-linkRémi Verschelde
2022-09-01[TextServer] Fix excessive space trimming.bruvzg
2022-09-01Add Environment properties to control fog rendering on background skyHugo Locurcio
Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
2022-09-01Merge pull request #65132 from bruvzg/global_menu_shortcuts_contextRémi Verschelde
2022-09-01Change Array arguments to TypedArraykobewi
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-09-01Rename `uniform` to `parameter` across the engineYuri Rubinsky
2022-09-01Merge pull request #65073 from bruvzg/trim_spacesRémi Verschelde
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01[macOS] Handle accelerator and click events of the global menu items separately.bruvzg
2022-09-01[TextServer] Add support for trimming edge spaces on line break.bruvzg
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31Add support for system dark mode and accent color detection (macOS and ↵bruvzg
Windows). Add support for dark mode title bar on Windows.
2022-08-31Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangentRémi Verschelde
Fix vector type for signed tangent in mobile shader
2022-08-31Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2Rémi Verschelde
Add a per-light volumetric fog energy property
2022-08-31Fix vector type for signed tangent in mobile shaderBastiaan Olij
2022-08-31Remove unnecessary `print_line` in RendererDummyHaoyu Qiu
2022-08-30Add a per-light volumetric fog energy propertyHugo Locurcio
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering.