Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.
Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
|
|
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
|
|
|
|
|
|
|
|
Improved RigidDynamicBody linear/angular damping override
|
|
|
|
|
|
|
|
|
|
|
|
Repair mistyped of 'threshold' on several files.
|
|
Add OpenGL renderer (squashed)
|
|
|
|
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
|
|
Add font selection toolbar editor plugin.
|
|
FogVolume don't dispatch compute with zero-dimension groups
|
|
|
|
Fix instance index in forward clustered shader
|
|
|
|
|
|
|
|
- Use lowercase driver names for the `--rendering-driver`
command line argument.
|
|
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
|
|
|
|
|
|
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
|
|
|
|
|
|
|
|
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
|
|
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
|
|
|
|
|
|
Damping values are now non-negative.
Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
|
|
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
|
|
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
|
|
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.
The transparency value of any given GeometryInstance3D is affected by:
- Its new "transparency" property.
- Its own visiblity range when the new "visibility_range_fade_mode"
property is set to "Self".
- Its parent visibility range when the parent's fade mode is
set to "Dependencies".
The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.
Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.
Co-authored-by: reduz <reduzio@gmail.com>
|
|
|
|
|
|
Soft shadows are relatively expensive to filter. However, with the
default blur factors, it's not needed to use too many samples
(unless PCSS-like shadows are used with a large size). Textures
and screen-space antialiasing can also be used to mask the noise
pattern effectively.
On a GeForce GTX 1080, going from Medium to Low for both shadow types
saves 0.2-0.4 ms of GPU time per frame in 2560×1440 resolution.
This can translate to significantly higher savings on lower-end GPUs.
Given how the shader works, this improves rendering performance
even if lights with shadows are never used.
|
|
|
|
Fix physics body rotating incorrectly around it's center of mass
|
|
|
|
|
|
Should be changing the local center of mass, which is then transformed
into `center_of_mass`.
It was causing the center of mass to be always in (0,0) by default with
multiple shapes.
|
|
|