Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-25 | Merge pull request #51821 from Calinou/builtin-shaders-add-comments | JFonS | |
Add comments at the top of each built-in shader to ease debugging | |||
2021-08-23 | Merge pull request #51751 from jeffrey-cochran/windforce | Camille Mohr-Daurat | |
Created an area-specific wind force that interacts with soft bodies | |||
2021-08-23 | Implement NativeExtension pointer arguments | reduz | |
* Allows calling into native extensions directly with a pointer * Makes it easier to implement some APIs more efficiently * Appears with a "*" in the documentation for the argument. * Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint. * AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams. | |||
2021-08-23 | Enabled area-specific wind forces | Jeffrey Cochran | |
2021-08-23 | Merge pull request #51971 from aaronfranke/https | Max Hilbrunner | |
Replace HTTP URLs with HTTPS for sites with HTTPS versions | |||
2021-08-23 | Merge pull request #51947 from AnilBK/redundant-assignments | Michael Alexsander | |
[cppcheck] Remove some redundant assignments. | |||
2021-08-23 | Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap | Bastiaan Olij | |
Fix multiview defines in tonemap shader | |||
2021-08-22 | Replace HTTP links with HTTPS for sites with HTTPS versions | Aaron Franke | |
2021-08-22 | Fixed non-uniform scaling of normals | Duarte David | |
2021-08-22 | Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog | Michael Alexsander | |
Fix ItemList layout (+EditorFileDialog) | |||
2021-08-22 | Fix multiview defines in tonemap shader | Bastiaan Olij | |
2021-08-21 | Remove redundant assignments. | Anilforextra | |
Use used_in_transfer instead of used_in_compute twice. | |||
2021-08-21 | Fix ItemList layout (+EditorFileDialog) | Hendrik Brucker | |
2021-08-19 | Fix compilation warnings in Shape2DSW/Shape3DSW | PouleyKetchoupp | |
2021-08-19 | Improvements to SpotLight3D and OmniLight3D's shadows | jfons | |
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations. | |||
2021-08-18 | Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3 | Rémi Verschelde | |
More fixes to mobile renderer | |||
2021-08-18 | Merge pull request #51792 from Chaosus/removed_restart | Rémi Verschelde | |
2021-08-18 | More fixes to mobile renderer | reduz | |
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | |||
2021-08-18 | Add comments at the top of each built-in shader to ease debugging | Hugo Locurcio | |
When a shader error is printed about a built-in shader, the origin of the shader will now be recognizable immediately by looking at the top of the printed shader code. | |||
2021-08-17 | Fixes to mobile renderer | reduz | |
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected. | |||
2021-08-17 | Removed `RESTART` built-in from `start` particle shader function | Yuri Roubinsky | |
2021-08-17 | Fix incorrect uniform buffer size for particles | Yuri Roubinsky | |
2021-08-16 | Epsilon check for angular velocity in Body3DSW | LoipesMas | |
2021-08-16 | Merge pull request #51635 from reduz/further-mobile-optimizations | Juan Linietsky | |
More optimizations on the mobile renderer. | |||
2021-08-16 | Merge pull request #51645 from fabriceci/improve-physics-api | Rémi Verschelde | |
API improvement on the physics (CharacterBody and related classes) | |||
2021-08-16 | Merge pull request #50785 from jeffrey-cochran/softbody-areas | Rémi Verschelde | |
Updated softbody handling to allow for area/softbody collision detection and application of area gravity | |||
2021-08-16 | Makes a clear error message if shader compilation failed | Yuri Roubinsky | |
2021-08-15 | Enabled softbody-area collision (intersection) and enabled area-specific ↵ | Jeffrey Cochran | |
gravity for soft bodies. | |||
2021-08-16 | Moved disabling bokeh shader variants to before the version_create call | Bastiaan Olij | |
2021-08-15 | API improvement on physics, mainly CharacterBody | fabriceci | |
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide. | |||
2021-08-15 | Fix read from screen and depth texture | Bastiaan Olij | |
2021-08-14 | Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster | Rémi Verschelde | |
Rewrote raster DOF shader to using BOKEH | |||
2021-08-14 | Rename LineShape2D to WorldMarginShape2D | Hugo Locurcio | |
The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D). | |||
2021-08-13 | More optimizations on the mobile renderer. | reduz | |
* Specialization constants used to disable anything not needed to draw * Added softshadow and projector support on mobile. This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand. As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first). | |||
2021-08-13 | Merge pull request #51025 from reduz/fix-directional-shadow-bias | Rémi Verschelde | |
Fix directional shadow bias | |||
2021-08-13 | Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol | Rémi Verschelde | |
Use the Unicode multiplication symbol where relevant | |||
2021-08-13 | Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵ | bruvzg | |
valid RIDs. | |||
2021-08-13 | Merge pull request #51609 from Chaosus/shader_fix_varying_error | Yuri Roubinsky | |
Fix shader crash when using local var with the same name as varying | |||
2021-08-13 | Fix shader crash when using local var with the same name as varying | Yuri Roubinsky | |
2021-08-13 | Implemented raster versions of bokeh shaders to replace broken gaussian ↵ | Bastiaan Olij | |
implementation | |||
2021-08-12 | Merge pull request #51581 from bruvzg/camera_feed_port | Rémi Verschelde | |
Port camera feed to the new RenderingServer API. | |||
2021-08-12 | Use the Unicode multiplication symbol where relevant | Hugo Locurcio | |
2021-08-12 | Merge pull request #51580 from aaronfranke/particles-real-double | Rémi Verschelde | |
Use real_t and double where appropriate in Particles | |||
2021-08-12 | Merge pull request #51536 from ↵ | Rémi Verschelde | |
Calinou/nearest-mipmap-use-nearest-for-minification Use nearest mipmaps for both minification and magnification | |||
2021-08-12 | Port camera feed to the new RenderingServer API. | bruvzg | |
2021-08-12 | Use real_t and double where appropriate in Particles | Aaron Franke | |
2021-08-12 | Use nearest mipmaps for both minification and magnification | Hugo Locurcio | |
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games. | |||
2021-08-12 | Merge pull request #51532 from nekomatata/layer-mask-accessors | Rémi Verschelde | |
Uniformize layer names, script methods and documentation | |||
2021-08-12 | Uniformize layer names, script methods and documentation | PouleyKetchoupp | |
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask | |||
2021-08-12 | Merge pull request #51391 from Chaosus/shader_param_names | Rémi Verschelde | |
Added parameter names to shader built-in function autocompletion |