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2023-01-07Merge pull request #70939 from bruvzg/win_screen_2Rémi Verschelde
Add support for the custom initial screen for the main window, fix primary screen detection.
2023-01-07Merge pull request #70858 from Malcolmnixon/fast-concave-supportRémi Verschelde
Optimize GodotConvexPolygonShape3D::get_support
2023-01-07Add support for the custom initial screen for the main window, fix primary ↵bruvzg
screen detection.
2023-01-06Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde
Add PropertyInfo overload for GLOBAL_DEF
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05Merge pull request #70929 from clayjohn/RD-mobileRémi Verschelde
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-05Merge pull request #70924 from clayjohn/canvas-bg-bugsRémi Verschelde
Always try to clear render target before drawing 3D with Canvas BG mode
2023-01-04Use proper indices for lights, decals, and reflection probes in mobile scene ↵clayjohn
shader
2023-01-03Always try to clear render target before drawing 3D with Canvas BG modeclayjohn
This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2023-01-03Merge pull request #70884 from clayjohn/Depth-prepassRémi Verschelde
Ignore depth draw optimization when using depth draw alpha prepass
2023-01-03Merge pull request #70638 from markusneg/cull-masked-shadows-gd4Rémi Verschelde
Visual instance layers are regarded during shadow culling
2023-01-03Ignore depth draw optimization when using depth draw alpha prepassclayjohn
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03Merge pull request #70624 from bruvzg/cur_scRémi Verschelde
Improve `window_set_current_screen` and fix secondary window initial mode and positions.
2023-01-03Merge pull request #70708 from rburing/bind_pin_joint_set_param_2dRémi Verschelde
Bind setter and getter for pin joint parameters in `PhysicsServer2D`
2023-01-03Merge pull request #63650 from fabriceci/apply-moving-platform-angular-velocityRémi Verschelde
Allow to apply the angular velocity of a moving platform
2023-01-03Merge pull request #69972 from adamscott/add-server-checks-before-freeRémi Verschelde
Add safety-checks before some servers `free()`
2023-01-03Merge pull request #70654 from Malcolmnixon/concave_collisionsRémi Verschelde
Fix move_and_collide for concave CharacterBody3D objects
2023-01-02Micro-optimizations of the GodotConvexPolygonShape3D::get_support function. ↵Malcolm Nixon
Specifically this uses pointer-array-dereference rather than LocalVector<T> dereference as this performs range-checking on known-good indexes. Added more comments. Changed loops back to classic for-iteration style.
2022-12-29Add safety-checks before some servers `free()`Adam Scott
2022-12-29Bind setter and getter for pin joint parameters in PhysicsServer2DRicardo Buring
2022-12-29Improve `window_set_current_screen` and fix secondary window initial mode ↵bruvzg
and positions.
2022-12-27Remove unnecessary bail-out if shape A is concave. The test for A being ↵Malcolm Nixon
concave is already performed later.
2022-12-27visual instance layers are regarded during shadow cullingMarkus Grafen
Partially cherry-picked from 16517ecb. Todos: - setting Camera cull_mask should mark affected shadows dirty somehow
2022-12-26Fix errors related to reflection probe now using a render buffers objectBastiaan Olij
2022-12-23Merge pull request #70253 from BastiaanOlij/cleanup_sky_renderRémi Verschelde
Cleanup and improve sky render
2022-12-23Merge pull request #70476 from BastiaanOlij/move_sdfgi_initRémi Verschelde
Move SDFGI update logic into clustered renderer
2022-12-23Merge pull request #70214 from Ansraer/speed-maybeRémi Verschelde
[4.x] Use depth prepass to increase opaque render performance
2022-12-23use depth prepass to increase performanceAnsraer
2022-12-23Bind methods related to disabling collision between joint bodiesMikael Hermansson
2022-12-24Move SDFGI update logic into clustered rendererBastiaan Olij
2022-12-23Merge pull request #69998 from BastiaanOlij/sorting-pivot-4Rémi Verschelde
Added options for sorting transparent objects (port of PR #63040)
2022-12-23Cleanup and improve sky renderBastiaan Olij
2022-12-23Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij
2022-12-23Merge pull request #70457 from clayjohn/RD-particles-updateRémi Verschelde
Avoid updating particles during 2D rendering
2022-12-23Merge pull request #70455 from clayjohn/RD-particle-trailRémi Verschelde
Check for disabled particle trail particle before initializing particle trail
2022-12-23Fix shader crash when using boolean type for vertex->fragment varyingsYuri Rubinsky
2022-12-22Avoid updating particles during 2D renderingclayjohn
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-22Check for disabled particle trail particle before initializing particle trailclayjohn
2022-12-21Merge pull request #70422 from clayjohn/RD-trailsRémi Verschelde
Disable particle trails particles when parent parent is not active.
2022-12-21Disable particle trails particles when parent parent is not active.clayjohn
2022-12-21Merge pull request #70418 from clayjohn/RD-particlesRémi Verschelde
Ensure that particles are processed at least once before being used
2022-12-21Ensure that particles are processed at least once before being usedclayjohn
2022-12-21Merge pull request #67111 from DarkKilauea/nav-queries-linkRémi Verschelde
Added signal to NavigationAgent when entering a link
2022-12-21Merge pull request #70366 from ↵Rémi Verschelde
quentinguidee/refactoring/fix-double-get-singleton Fix double get_singleton()
2022-12-21Merge pull request #70350 from Chaosus/stringname_operatorRémi Verschelde
Add missing != operator to `StringName`
2022-12-20Add optional arguments to AudioStreamRandomizerMrBlockers
Adds stream and weight parameters to add_stream. By default, weight is 1.0f.
2022-12-20Fix double get_singleton()Quentin Guidée
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20Add missing != operator to `StringName`Yuri Rubinsky
2022-12-20Merge pull request #65376 from reduz/astc-supportRémi Verschelde
Implement basic ASTC support
2022-12-20Implement basic ASTC supportJuan Linietsky
Implements basic ASTC support: * Only 4x4 and 8x8 block sizes. * Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future. The need for ASTC is mostly for the following use cases: * Implement a high quality compression option for textures on mobile and M1 Apple hardware. * For this, the 4x4 is sufficient, since it uses the same size as BPTC. ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high. Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing. Note: This does not yet support encoding on import, an ASTC encoder will need to be added.