Age | Commit message (Collapse) | Author |
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Fix double named size parameter
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Fix point gravity calculation
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Move mixing out of the AudioStreamPlayback* nodes
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Whenever contact points are not needed, collision checks with concave
shapes (triangle mesh and heightmap) stop at the first colliding
triangle.
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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Remove leftovers of anisotropy in the VoxelGI shader code
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Adding GDExtension support to XRInterface
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One-directional layer check for Area vs. RigidBody/SoftBody/Area
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Scale color output in the mobile renderer to provide HDR support
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Add comments at the top of each built-in shader to ease debugging
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Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
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Makes it clearer that it's used for special cases when picking a
collision shape.
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Also added some precision to the documentation.
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Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.
Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
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One-way collision is disabled for both rigid bodies and character
bodies.
Kinematic margin is now applied to ray shapes to help getting consistent
results in slopes and flat surfaces.
Convex shapes don't return inverted normals when a segment test starts
inside (raycasting will be made consistent in a separate patch).
Ray shapes also discard contacts when fully contained inside a shape
and when the contact direction is inverted, so the behavior is
consistent with all shape types. Now they always separate only when
intersecting the top of a shape (for downward rays).
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Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
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Removing the + 1 in point gravity formula when using distance scale to
make it more accurate for standard gravitation.
Fixes precession in orbits for games using gravitation.
Also moved gravity calculation to area to use it for both rigid bodies
and soft bodies in 3D (same change in 2D for consistency).
Co-authored-by: Ryan Peach <ryan.peach@keysight.com>
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Created an area-specific wind force that interacts with soft bodies
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* 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.
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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[cppcheck] Remove some redundant assignments.
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Fix multiview defines in tonemap shader
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Fix ItemList layout (+EditorFileDialog)
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Use used_in_transfer instead of used_in_compute twice.
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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.
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More fixes to mobile renderer
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
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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.
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* 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.
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Same thing that was already done for rigid body and character body
collision detection.
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More optimizations on the mobile renderer.
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