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2021-12-08Make `compile` shader function to use struct instead long parameter listYuri Roubinsky
2021-12-07Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusiveRémi Verschelde
2021-12-06Rename `VideoPlayer` to `VideoStreamPlayer` for consistencyRémi Verschelde
It's a player for `VideoStream` resources, just like `AudioStreamPlayer` is a player for `AudioStream` resources. Closes https://github.com/godotengine/godot-proposals/issues/3624.
2021-12-06Merge pull request #55602 from nekomatata/improve-rigidbody-contactsRémi Verschelde
2021-12-05Remove or make verbose some debugging printsHugo Locurcio
The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).
2021-12-03Update space parameters in 2D and 3DPouleyKetchoupp
Clarified space parameters for contacts and added missing ones. List of changes: -Add contact bias to space parameters -Add solver iterations to space parameters, instead of a specific physics server function -Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION to make it consistent with other contact parameters
2021-12-03Improve RigidDynamicBody contacts in 2D and 3DPouleyKetchoupp
Changed the algorithm for solving contacts to keep previous contacts as long as they are under the max separation threshold to keep contact impulses more consistent and contacts more stable. Also made 2D consistent with 3D and changed some default parameters: -Contact bias is now 0.8 instead of 0.3 to avoid springy contacts -Solver iterations are 16 instead of 8 by default for better stability Performance considerations: Tested with stress tests that include lots of contacts from overlapping bodies. 3D: There's no measurable difference in performance. 2D: Performance is a bit lower (close to 10% slower in extreme cases) The benefit for 2D physics to be much more stable outweighs the slight decrease in performance, and this could be alleviated by changing the algorithm to use jacobians for contact solving to help with cache efficiency and memory allocations.
2021-12-03Fix `^=` operator in shadersYuri Roubinsky
2021-12-02Merge pull request #55474 from akien-mga/copy-operators-no-referenceRémi Verschelde
2021-12-02Merge pull request #53904 from ↵Rémi Verschelde
ChristopheClaustre/bugfix_shader_compile_spirv_from_source
2021-12-02Merge pull request #55402 from TokageItLab/fixed-immediatemesh-minimum-aabbRémi Verschelde
Fixed minimum size of `AABB` in `ImmediateMesh` to draw only one vertex
2021-12-02Fixed minimum size of aabb in ImmediateMesh to draw only one vertexSilc 'Tokage' Renew
2021-12-01Fix shader crash when using existed constant name for structYuri Roubinsky
2021-12-01Fix declaring array size twice in global shader constantYuri Roubinsky
2021-12-01Allow using empty statements in the shader, added formatting warningYuri Roubinsky
2021-11-30Merge pull request #55490 from Chaosus/fix_shader_crashRémi Verschelde
2021-11-30Merge pull request #55431 from Chaosus/shader_fix_constantsRémi Verschelde
2021-11-30Fix shader crash when assigning array to non-array in global constantYuri Roubinsky
2021-11-30Don't return reference on copy assignment operatorsRémi Verschelde
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this can lead to confusing code and subtle bugs. According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++ allows any arbitrary return type, so this is standard compliant. This could be re-assessed if/when we have an actual need for a behavior more akin to that of the C++ STL, for now this PR simply changes a handful of cases which were inconsistent with the rest of the codebase (`void` return type was already the most common case prior to this commit).
2021-11-29Fix `INDEX` built-in in a process function of particle shaderYuri Roubinsky
2021-11-29Fix built-in(PI, TAU, E) assignment to a global constant in a shaderYuri Roubinsky
2021-11-26PackedByteArray, Array slice end exclusive, rename subarray to sliceNathan Franke
2021-11-26Fix `TIME` using in custom functions of particle shaderYuri Roubinsky
2021-11-26Merge pull request #55311 from Chaosus/fix_uniform_arrayRémi Verschelde
Fix uniform array alignment to fix a bug
2021-11-26Merge pull request #55325 from Calinou/fsr-use-warn-printRémi Verschelde
2021-11-25Merge pull request #55313 from nekomatata/bounce-energy-stabilityRémi Verschelde
2021-11-25Merge pull request #55310 from Ev1lbl0w/fix_headless_window_errorsRémi Verschelde
2021-11-25Use `WARN_PRINT_ONCE()` for FSR-related warning messagesHugo Locurcio
`print_error()` should generally not be used directly. Also, falling back is best done by printing a warning message instead of an error message.
2021-11-25Fix uniform array alignment to fix a bugYuri Roubinsky
2021-11-25Remove disabled debug code in ClusterBuilderRDHugo Locurcio
2021-11-25Fix RigidDynamicBody gaining momentum with bouncePouleyKetchoupp
Bounce calculation now uses the previous frame's velocity, so it's consistent with the actual motion of the bodies involved and not the yet-to-be-applied forces. When bounce is 1, using the current velocity was causing the new forces (including gravity) to be taken into account, which lead to the bounce velocity to be higher than the falling velocity at the moment of impact, adding more and more energy over time.
2021-11-25Added more empty definitions for headless display serverRicardo Subtil
2021-11-25Revert "Pushes array of uniforms to first place in the buffer"Yuri Roubinsky
2021-11-25[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.bruvzg
2021-11-24Merge pull request #51679 from Je06jm/fsrRémi Verschelde
AMD FidelityFX Super Resolution
2021-11-24Merge pull request #55281 from bruvzg/mvk_fog_volumesRémi Verschelde
2021-11-24[macOS / iOS] Use storage buffers instead of unsupported images for the ↵bruvzg
volumetric fog on MoltenVK.
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-23Prevent return statement from using in block in shader main functionsYuri Roubinsky
2021-11-22Add wakeup() conditional if previous gravity was 0Brennen Green
2021-11-22Add methods to get position from column and line in TextEditYuri Sizov
2021-11-20Add area to moved list when changing monitorable,Marcel Admiraal
and only remove area from query when deleting pair if it was monitorable.
2021-11-19Allow passing non-variable constant to const function param in shadersYuri Roubinsky
2021-11-18Merge pull request #55084 from JFonS/fix_depth_prepassRémi Verschelde
Fix Depth-Prepass transparency mode
2021-11-18Merge pull request #55085 from JFonS/transparency_fixesRémi Verschelde
Fix transparency state initialization
2021-11-18Fix Depth-Prepass transparency modejfons
Add mising bits of implementation and ensure depth-prepass objects are only rendered in the transparency pass.
2021-11-18Merge pull request #55074 from nekomatata/fix-soft-body-gravityRémi Verschelde
2021-11-17Fix applied gravity on soft bodiesPouleyKetchoupp
Regression fix, gravity was accumulated between frames after some changes around area gravity calculation. Also got rid of unused member and method in soft body class.
2021-11-17Fix contact generation with backface collision disabledPouleyKetchoupp
Replaced the previous implementation for backface collision handling (in test_axis function from SAT algorithm) with much simpler logic in the collision generation phase with face shapes, in order to get rid of wrong contacts when backface collision is disabled. Now it just ignores the generated collision if the contact normal is against the face normal, with a threshold to keep edge contacts. Added a special case for soft bodies to invert the collision instead of ignoring it, because for now it's the best solution to avoid soft bodies to go through concave shapes (they use small spheres). This might be replaced with a better algorithm for soft bodies later.