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2020-04-14Add support for projectors in spot and omni lights.Juan Linietsky
2020-04-14Merge pull request #37861 from reduz/implement-decalsRémi Verschelde
Implement decals
2020-04-14Implement decalsJuan Linietsky
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
2020-04-14Merge pull request #37826 from nekomatata/direct-body-state-sleepRémi Verschelde
Fix set_sleep_state in Bullet body direct state
2020-04-14Fix set_sleep_state in Bullet body direct statePouleyKetchoupp
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-13Fixes leak with CopyToFbShaderRDqarmin
2020-04-13Merge pull request #37749 from clayjohn/Vulkan-improved-ssRémi Verschelde
Add vogel filter and settings to soft shadows
2020-04-12Implement MSAAJuan Linietsky
2020-04-12Merge pull request #37819 from reduz/implement-fxaaJuan Linietsky
Add screen space AA option, with FXAA implementation.
2020-04-12Add screen space AA option, with FXAA implementation.Juan Linietsky
2020-04-12Merge pull request #37822 from nekomatata/rigid-body-force-posRémi Verschelde
Fix add_force in Godot Physics RigidBody
2020-04-12Fix add_force in Godot Physics RigidBodyPouleyKetchoupp
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does.
2020-04-11Merge pull request #37808 from reduz/port-effects-to-computeJuan Linietsky
Moved most of the effect code to compute.
2020-04-11Moved most of the effect code to compute.Juan Linietsky
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11Merge pull request #37794 from clayjohn/VULKAN-SSS-skyRémi Verschelde
Fix SSS affecting Sky
2020-04-11Fix SSS affecting Skyclayjohn
2020-04-10Add proper quality settings to soft shadowsclayjohn
2020-04-10Shows proper scene render time in editor infoJuan Linietsky
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10Merge pull request #37383 from WARIO-MDMA/godotphysics-renameRémi Verschelde
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
2020-04-10Merge pull request #37662 from qarmin/rasterizer_server_lastRémi Verschelde
Free items before finishing rendering server
2020-04-10Merge pull request #37722 from reduz/implement-softshadowsRémi Verschelde
Support light size and soft shadows
2020-04-09Support light size and soft shadowsJuan Linietsky
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij
2020-04-09Merge pull request #36919 from nekomatata/android-vulkan-renderingRémi Verschelde
Vulkan rendering support on Android
2020-04-09Rename "GodotPhysics" to "GodotPhysics{2D,3D}"WARIO-MDMA
2020-04-08Refactored shadowmapping.Juan Linietsky
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
2020-04-08Display Server supportPouleyKetchoupp
2020-04-07Tweak rendering quality property hint strings for consistencyHugo Locurcio
- Include a performance indication for all hints, not just for non-default values. - Fix leading/trailing whitespace in some property hints.
2020-04-07Free items before finishing rendering serverqarmin
2020-04-04Fixed leak with SpecularMergeShaderRDqarmin
2020-04-04Re-implement subsurface scattering.Juan Linietsky
The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit.
2020-04-03Merge pull request #37438 from clayjohn/VULKAN-sky-invertRémi Verschelde
Invert Sky subpass cubemap z direction
2020-04-03Fix C# bindings after recent breaking changesIgnacio Etcheverry
2020-04-02Merge pull request #37512 from reduz/implement-ssrRémi Verschelde
Re-Added screen space reflection.
2020-04-02Re-Added screen space reflection.Juan Linietsky
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-02Merge pull request #37504 from qarmin/out_of_bound_cursorRémi Verschelde
Fix array out of bounds access caused by uninitialised variables
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
2020-04-01Fix Clang warnings on WindowsRémi Verschelde
Fixes #37490.
2020-04-01Merge pull request #37481 from ThakeeNathees/bind-method-typoRémi Verschelde
some typo in method binds fixed
2020-04-01some typo in method binds fixedThakee Nathees
2020-03-31Fix more -Wmaybe-uninitialized warnings with target=release_debugRémi Verschelde
I have no idea why those don't get triggered in target=debug builds. Fixes #37461.
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-30Merge pull request #37436 from akien-mga/doc-node-renamesRémi Verschelde
doc: Update classref with node renames
2020-03-30Invert subpass cubemap z directionclayjohn
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-30Move glow upscale quality to a global setting, for consistencyJuan Linietsky
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-28Prevent shader crash if multiple variables has been declared in 'for'Yuri Roubinsky
2020-03-28Merge pull request #37362 from reduz/audioserver-memory-cleanupRémi Verschelde
Remove the audio memory allocator, use regular one instead.