Age | Commit message (Collapse) | Author |
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Remove redundant thread sync counter draw_pending
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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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Use RenderBuffer size instead of half extents for VIEWPORT_SIZE
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spatial shaders
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Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
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*.OTC).
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Add NavigationRegion costs for pathfinding.
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* Registration of server classes happened after Display initialization.
* This made no sense in practice and avoided the registration of custom server drivers (like custom XR server, custom Rendering server, custom XR server).
* Initialization moved to _before_ Display.
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the construct of RenderingServerDefault on which it relies
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Add a 3D suffix to relevant physics profiler categories
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2D physics categories already had a 2D suffix: "Physics 2D"
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This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
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Prevents particles from freezing and dissapearing by resetting
it's inactive time when particles are emitted.
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Use IGN instead of white noise for sky dithering
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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Rename `hint_albedo`, `hint_white/black` in shaders
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