Commit Graph

3041 Commits

Author SHA1 Message Date
Rémi Verschelde
18d6b75ba8
RendererRD: Remove binding specifier for push constants
This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810

Co-authored-by: Clay John <claynjohn@gmail.com>
2022-02-11 18:42:32 +01:00
jordi
7a9972afc2 Change SCREEN_GET_REFRESH_RATE_FALLBACK to -1.0 2022-02-11 10:25:38 -06:00
Rémi Verschelde
2921cf6a99
Merge pull request #57888 from dusakus/depanoramize-spot-projector
remove normal_to_panorama from spotlight projector
2022-02-11 10:41:00 +01:00
Hugo Locurcio
66d27df12f
Fix 3D sky update performance regression 2022-02-10 20:21:28 +01:00
Rémi Verschelde
e4e6813baf
Merge pull request #57535 from Calinou/visibility-range-fade-use-easing 2022-02-10 18:18:53 +01:00
Rémi Verschelde
11cefc2b28
Merge pull request #57104 from clayjohn/VULKAN-sky-conflict 2022-02-10 17:46:42 +01:00
Rémi Verschelde
d2fa379f2b
Merge pull request #54158 from Calinou/decrease-default-soft-shadow-quality 2022-02-10 17:38:24 +01:00
Rémi Verschelde
7332aff3fd
Merge pull request #54677 from Calinou/voxelgi-default-low-quality 2022-02-10 17:35:52 +01:00
Rémi Verschelde
c6199da8b8
Merge pull request #39965 from Calinou/tweak-sdfgi-defaults 2022-02-10 17:31:54 +01:00
Rémi Verschelde
2fafcfebdf
Merge pull request #57707 from Calinou/sdfgi-tweak-default-num-cascades 2022-02-10 17:27:42 +01:00
Rémi Verschelde
67c6442844
Merge pull request #57628 from Calinou/shadow-atlas-default-enable-16-bits 2022-02-10 17:19:37 +01:00
SaracenOne
824ece9d89 Free surface vertex_buffers after vertex_arrays due dependencies 2022-02-10 10:34:34 +00:00
SaracenOne
71eb3f6df5 Fix _free_render_buffer_data freeing shared half_texture and half_fb 2022-02-10 10:04:18 +00:00
Yuri Roubinsky
5d536f06c2
Merge pull request #57875 from ZuBsPaCe/shader-instance-qualifier-format-string 2022-02-10 08:34:47 +03:00
Bartłomiej Dusak
38423565e4 remove normal_to_panorama from spotlight projector 2022-02-09 23:47:44 +01:00
Rémi Verschelde
d22ac13bc2
Merge pull request #57715 from Faless/debugger/4.x_core_includes_and_servers
[Debugger] Move most profilers to ServersDebugger, fix core includes.
2022-02-09 21:57:32 +01:00
ZuBsPaCe
2e2c9a27b6 Fixed shader error message for instance qualifier
Moved argument from RTR to vformat. Message is now similar to uniform-arrays-error further down.
2022-02-09 21:32:09 +01:00
Ellen Poe
41a158af56
Add AudioStreamRandomizer, replacing AudioStreamRandomPitch
Add additional randomization options.
2022-02-09 00:05:32 +01:00
reduz
db43237c78 Fix BLEND_SHAPE_MASK
* Should now be correct
* Supersedes 53738
2022-02-08 13:50:01 +01:00
Rémi Verschelde
a6abeb6b20
Merge pull request #57682 from clayjohn/VULKAN-canvas-blur 2022-02-07 10:16:50 +01:00
Rémi Verschelde
3ae38edc8e
Merge pull request #56844 from Calinou/ssr-fix-background-line-master
Fix visible background line in intersections in screen-space reflections
2022-02-06 23:22:15 +01:00
Fabio Alessandrelli
6583797305 [Debugger] Move servers-related behaviours to ServersDebugger.
Forcing draw during debug break is now handled by ServersDebugger, and
only happens when the proper message is sent from the EditorDebugger
("servers:draw").
In a similar way, briging the window in foreground is now also handled
by ServersDebugger upon receiving "servers:foreground" which is sent by
the EditorDebugger when resuming from a break ("continue").
2022-02-06 17:36:48 +01:00
Fabio Alessandrelli
87f4bbd668 [Debugger] Move most profilers to ServersDebugger.
Also splits bandwidth/rpc profiler (RPCProfiler is now in
SceneDebugger).
2022-02-06 17:36:48 +01:00
jmb462
1ce81dc5f2 Add missing SNAME macro optimization in some function calls 2022-02-06 15:54:04 +01:00
Hugo Locurcio
7721e19ccc
Tweak default SDFGI settings for better quality
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
  - Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
  at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.

- Reorder the Y scale enum to go from the lowest Y scale to the highest.
  Also rename the "Disabled" setting to "100%" for clarity.
2022-02-06 15:28:59 +01:00
Hugo Locurcio
b9cfc74f29
Decrease the default number of SDFGI cascades to 4
This improves rendering performance noticeably, especially when the
camera moves fast.

On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
2022-02-06 15:01:25 +01:00
Yuri Roubinsky
a2484c3293 Fix unknown identifier error in for loop 2022-02-06 08:38:33 +03:00
clayjohn
60d8df3fee Optimize and fix backbuffer gaussian blur 2022-02-05 15:03:39 -08:00
reduz
74adf0bf2e Remove RID_Owner.get_rid_by_index
* Implementing this function efficiently is not really possible.
* Replaced by an option to get all RIDs into a buffer for performance.
2022-02-05 11:59:34 +01:00
Rémi Verschelde
eb371dee01
Merge pull request #57651 from theoniko/theoniko-effects_rc.cpp
Fix copy paste bug in renderer_rd/effects_rd.cpp
2022-02-05 10:15:38 +01:00
Yuri Roubinsky
e01d08159c Few more fixes to for loop in shaders 2022-02-05 08:42:32 +03:00
theoniko
0c0ff5da50 Fix copy paste bug in renderer_rd/effects_rd.cpp 2022-02-05 06:41:30 +01:00
lawnjelly
f8eaab5b47 BVH - Sync BVH with 3.x
Templated mask checks and generic NUM_TREES
Fix leaking leaves
2022-02-04 16:51:21 +00:00
Hugo Locurcio
e4eafb254a
Enable 16-bit shadow atlas by default in the RenderingServer methods
16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.

This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
2022-02-04 16:41:08 +01:00
Rémi Verschelde
225a3b2545
Merge pull request #57341 from bruvzg/win_multiwin_fs 2022-02-04 13:28:56 +01:00
Rémi Verschelde
2e320dcf87
Merge pull request #57617 from bruvzg/char_cleanup 2022-02-04 13:06:38 +01:00
Rémi Verschelde
d235c1bb19
Merge pull request #57335 from jordigcs/display-refresh-rate 2022-02-04 11:51:07 +01:00
bruvzg
f4ea9cd9f3
[Windows] Add WS_BORDER flag to windows in WINDOW_MODE_FULLSCREEN mode to allow multi-window interface in full-screen.
[Windows] Add WINDOW_MODE_EXCLUSIVE_FULLSCREEN without WS_BORDER flag enabled (no multi-window support).
2022-02-04 12:08:46 +02:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
jordi
54dec44dba Add screen_get_refresh_rate to DisplayServer 2022-02-03 21:50:32 -06:00
Rémi Verschelde
f8f19b313d
Merge pull request #57562 from AnilBK/string-add-contains
String: Add contains().
2022-02-03 22:21:24 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Rémi Verschelde
7191605324
Merge pull request #57587 from bruvzg/gde_fix_ptr_and_enum_returns
[GDExtension] Fix registration of functions with enum or native pointer return type.
2022-02-03 20:36:59 +01:00
bruvzg
ddd96b3059
[GDExtension] Fix registration of functions with enum or native pointer return type. 2022-02-03 16:03:23 +02:00
Yuri Roubinsky
58696fd774 Allow multiple declarations in for loop in a shader 2022-02-03 11:35:38 +03:00
bruvzg
215bede6ff
[TextServer] Add function to change font, font size, and OpenType features without invalidating line break points, justification points, or recreating shaped text buffer. 2022-02-02 11:20:44 +02:00
Hugo Locurcio
20464fd103
Make visibility range alpha fade smoother
`smoothstep()` avoids the sudden transparency jump when entering or
leaving an object's alpha fade margin distance. This in turn helps
make opacity transitions less noticeable to the player, as it's
less likely to catch the player's eye.
2022-02-01 23:54:44 +01:00
Anilforextra
fc27636999 Vectors: Use clear() and has().
Use clear() instead of resize(0).

Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
Rémi Verschelde
b0604622a8
Merge pull request #57419 from orosmatthew/fix_ortho_lod 2022-01-31 18:06:44 +01:00
orosmatthew
b0202c3a7d Fix orthogonal camera auto LOD calculation
- Do not take orthogonal camera's distance into account when calculating LOD.
- Only take into account screen size taken up.
2022-01-30 11:54:27 -05:00
Hugo Locurcio
736ac25306
Rename the physics server run_on_thread project settings
`run_on_separate_thread` is more explicit.
2022-01-29 17:35:50 +01:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Rémi Verschelde
6ff6ec612d
Merge pull request #57318 from TechnoPorg/fix-face-area-calculation 2022-01-28 10:28:19 +01:00
TechnoPorg
02c002ff28 Fix triangular area calculation
It's a triangle, so the area should be halved.

Co-authored-by: Jeffrey Cochran <koenigcochran@gmail.com>
2022-01-27 09:57:15 -07:00
Rémi Verschelde
4b36b6e92a
Merge pull request #56785 from bruvzg/nat_handles_4 2022-01-27 12:12:34 +01:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
Bastiaan Olij
98e5cd24db Improve XRInterface hooks into rendering 2022-01-26 13:55:44 +11:00
Rémi Verschelde
d9fd16c8e4
Merge pull request #53954 from Chaosus/fix_quit_errors 2022-01-25 20:09:52 +01:00
Yuri Roubinsky
b01065b9a4 Prevent checking of global uniform type outside the editor 2022-01-25 19:22:37 +03:00
jfons
238862bddb Minor fixes to shadow atlases:
* Erase shadow owner *before* setting it to RID().
* Add default texture in shadow atlas debug view to avoid error spam when no atlas is present.
* Fix typo.
2022-01-24 15:55:32 +01:00
Yuri Roubinsky
0e66587dbf Remove incorrect items from completion of main functions in shader 2022-01-24 10:37:47 +03:00
clayjohn
430d5d64aa Update Sky lights in sky setup function 2022-01-23 15:06:49 -08:00
Yuri Roubinsky
3ca57e5157 Fix incorrect unused local var warning in shader blocks 2022-01-23 20:22:31 +03:00
Rémi Verschelde
9b9440165b
Merge pull request #54890 from briansemrau/threadsafe-drawpute-lists
Make draw/compute lists threadsafe
2022-01-22 20:20:07 +01:00
clayjohn
fdc1b1b03b Remove TRANSFORM built in from fog shaders 2022-01-21 23:03:41 -08:00
Omar Polo
bd448e5535 Rename or refactor macros to avoid leading underscores
These are not used consistently and some can conflict with
system-specific defines.  While here, also delete some unused macros.
2022-01-20 20:29:15 +01:00
Rémi Verschelde
7e3b92f81f
Merge pull request #55360 from Calinou/rename-bake-mode-properties 2022-01-20 17:35:32 +01:00
Rémi Verschelde
dbd560cb68
Merge pull request #53857 from briansemrau/rd-free-rid-bind-rename 2022-01-20 17:24:34 +01:00
Ansraer
90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Rémi Verschelde
9e0973ca23
Merge pull request #56972 from lawnjelly/warn_unused 2022-01-20 15:34:41 +01:00
lawnjelly
b411a731fe Add nodiscard to core math classes to catch c++ errors.
A common source of errors is to call functions (such as round()) expecting them to work in place, but them actually being designed only to return the processed value. Not using the return value in this case in indicative of a bug, and can be flagged as a warning by using the [[nodiscard]] attribute.
2022-01-20 13:07:49 +00:00
Rémi Verschelde
b6cb366884
Merge pull request #56949 from timothyqiu/has-clipboard 2022-01-20 12:09:45 +01:00
Rémi Verschelde
7057d26343
Merge pull request #56936 from BastiaanOlij/add_tracking_confidence 2022-01-20 12:09:06 +01:00
Bastiaan Olij
173105596e Adding a tracking confidence state to XRPose 2022-01-20 10:35:50 +11:00
Haoyu Qiu
314f309035 Add DisplayServer.clipboard_has() to check clipboard content 2022-01-19 23:44:20 +08:00
Rémi Verschelde
cba2fd2e80
Revert "Add new scaling modes for splash screen"
This reverts commit fcc9f5ce39.

The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Yuri Roubinsky
e0304f83e7 Add translation links to shader errors 2022-01-19 15:16:32 +03:00
Rémi Verschelde
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update 2022-01-19 10:10:54 +01:00
Rémi Verschelde
74b110a736
Merge pull request #56825 from bruvzg/macos_fix_fullscr_multiwindow 2022-01-19 10:03:17 +01:00
Samuel Pedrajas
fcc9f5ce39
Add new scaling modes for splash screen
Removes the `fullsize` option which is superseded by `stretch_mode`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde
01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades 2022-01-18 16:21:39 +01:00
Yuri Roubinsky
366d3930ac
Merge pull request #56893 from Chaosus/shader_unify_vardecl 2022-01-18 14:13:56 +03:00
bruvzg
d62ca0c9c0 Window management improvements.
[macOS] Fix transient windows not working in the full-screen mode.
[macOS] Fix moving transient windows to the other screen than parent window.
[macOS] Fix popup menu switch on hover.
[macOS] Use content origin rect for windows position (to ensure `DS.mouse_get_position` is equal to `DS.window_get_position` + mouse position from the input events).
[macOS] Fix incorrect input coordinates, when external display with different scaling in connected/disconnected.
[macOS/Windows] Fix moving fullscreen windows between the screens.
Add auto refocusing of the parent window, when the focused transient window is closed.
Remove redundant `DS.mouse_get_absolute_position` function (returns mouse position in the screen coordinates, same as `DS.mouse_get_position`).
2022-01-18 11:47:03 +02:00
Yuri Roubinsky
36a82c8c69 Unify variable and array declarations in shaders 2022-01-18 12:42:39 +03:00
clayjohn
ba431a9306 Fix volumetric fog memory leak on resize 2022-01-17 21:30:48 -08:00
Hugo Locurcio
2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
Rémi Verschelde
57ad84537d
Merge pull request #56860 from bruvzg/icu_case 2022-01-17 14:28:38 +01:00
Rémi Verschelde
8bdef23f7f
Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
bruvzg
e02a097280
[TextServer] Implement locale and context sensitive case conversion functions. 2022-01-17 14:23:36 +02:00
Haoyu Qiu
7870cf24f2 Fix invalid read when using LightOccluder2D 2022-01-17 16:02:26 +08:00
Hugo Locurcio
d6c7d4ab5d
Fix visible background line in intersections in screen-space reflections
Adjusting the step grading by one resolves the issue without affecting
performance or introducing adverse artifacts.
2022-01-16 18:08:07 +01:00
Rémi Verschelde
a27b85378b
Merge pull request #56309 from Calinou/remove-pvrtc-support 2022-01-16 11:15:34 +01:00
clayjohn
abd0003e4c Remove mistakenly added push constant from SSR 2022-01-15 17:03:55 -08:00
Yuri Roubinsky
08208406ca Refactor size expression parsing for arrays in the shaders 2022-01-15 15:47:39 +03:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
bruvzg
89f37d4105
Add support for getting native display, window, and view handles. 2022-01-14 13:36:32 +02:00
Yuri Roubinsky
0845b25497 Fix shader crashing when declaring matrix or array varyings 2022-01-14 10:37:39 +03:00
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Yuri Roubinsky
4201af6649 Fix completion for global constants in shaders 2022-01-13 19:52:06 +03:00
Yuri Roubinsky
c377891145 Add completion for shader_type 2022-01-13 18:37:13 +03:00
Yuri Roubinsky
b0356bcb72 Prevent redefinition of main functions in shader 2022-01-13 15:12:35 +03:00
Rémi Verschelde
a987ebfde2
Merge pull request #56714 from bruvzg/fix_alignment_break_overrun 2022-01-13 10:20:02 +01:00
bruvzg
baec983d8a
[TextServer] Improvements for line breaking, "Fill" alignment, overrun, and interaction between these modes.
Fix "Fill" alignment processing wrong side of the text if overrun trim was applied.
Improve "Fill" alignment to avoid adding excessive subsequent spaces or elongations.
Add font detection to the overrun, to correctly add ellipsis (was using last glyph font, which doesn't necessary have dot character).
Improve line breaking to avoid adding excessive subsequent soft break points for languages without word separator.
Port missing overrun/justification code to the Fallback text server.
Fix inferred text direction detection by controls.
Add tests for "Fill" alignment and line breaking glyph flags.
2022-01-13 08:53:28 +02:00
clayjohn
9b1f242feb Fix cannot use gaussian blur error 2022-01-12 21:58:37 -08:00
Rémi Verschelde
586a973b6b
Merge pull request #56169 from dkaste/fix-clip-rects
Fix canvas items being drawn outside clip rects
2022-01-12 23:59:42 +01:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Yuri Roubinsky
422f7b280f Optimize include files to improve shader_language.h compilation speed 2022-01-12 14:19:12 +03:00
Rémi Verschelde
bfd0afca58
Merge pull request #55656 from clayjohn/GLSL3-compiler 2022-01-12 11:33:48 +01:00
Rémi Verschelde
189662e5bd
Merge pull request #56696 from AnilBK/use-init-lists 2022-01-12 10:04:45 +01:00
clayjohn
99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
Anilforextra
6c3a0460a8 Use List Initializations for Vectors. 2022-01-12 10:15:12 +05:45
Rémi Verschelde
d40d86b959
Merge pull request #56667 from Ice-Cube69/fix_incorrect_property_types 2022-01-11 14:34:18 +01:00
Arnav Vijaywargiya
0c46f73b5e Fixed incorrect property types 2022-01-11 17:17:11 +05:30
Rémi Verschelde
267bee934a
Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overrule
Fix XR viewport size overrule and incorrect usage of internal size
2022-01-11 08:44:36 +01:00
Rémi Verschelde
04fa320650
Merge pull request #56627 from Chaosus/shader_better_limit_warning 2022-01-10 14:06:54 +01:00
Darren Kaste
b0d9e14155 Fix canvas items being drawn outside clip rects 2022-01-09 18:15:46 -05:00
bruvzg
c89c515ccf
[TextServer] Improve ligature cursor handling.
Fix mid-grapheme hit test.
Fix OpenType features property handling, add default features override option.
Enable mid-grapheme cursor by default.
2022-01-09 19:03:48 +02:00
Yuri Roubinsky
bd61d8f80c Enhances a shader uniform limit warning 2022-01-08 21:44:37 +03:00
Anilforextra
c9f5d88f3a Use fill() to fill an entire image instead of setting pixels individually. 2022-01-08 17:43:15 +05:45
Rémi Verschelde
9e97262132
Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolution 2022-01-07 00:05:43 +01:00
Rémi Verschelde
5e7faed078
Merge pull request #56540 from Calinou/renderingserver-expose-ssil-quality
Expose RenderingServer SSIL quality setter methods
2022-01-06 20:26:59 +01:00
SaracenOne
cd842b65bf Fix queueing a texture and regular uniform update in RD backend in succession. 2022-01-06 16:05:07 +00:00
Hugo Locurcio
221efffdf7
Expose RenderingServer SSIL quality setter methods
This allows changing SSIL quality at run-time in a project.
2022-01-06 02:35:49 +01:00
Rémi Verschelde
cbf8757289
Merge pull request #56522 from akien-mga/navigation-restore-safe-get_singleton 2022-01-05 17:10:21 +01:00
Rémi Verschelde
b23552922f
NavigationServer: Restore constness for thread safe get_singleton
This was removed by mistake in #47024, NavigationServer uses internal
mutability for thread safety, and removing `const` breaks the contract.
2022-01-05 15:41:21 +01:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
JFonS
7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde
e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down 2022-01-05 10:51:19 +01:00
Rémi Verschelde
c7bbb3a621
Merge pull request #56278 from GanidhuAbey/dof_msaa_bug 2022-01-05 10:47:27 +01:00
bruvzg
679fe92bb3
Fix incorrect format and buffer used for bone weights. 2022-01-05 08:44:59 +02:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky
bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode 2022-01-04 18:44:11 +03:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde
ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass 2022-01-04 15:25:11 +01:00
Yuri Roubinsky
5123ffe4a7 Fix world_vertex_coords render mode usage in the shaders 2022-01-04 17:06:12 +03:00
JFonS
e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Yuri Roubinsky
b74968c2ca
Merge pull request #56477 from Chaosus/fix_device_crash 2022-01-04 13:23:38 +03:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker 2022-01-04 09:59:07 +01:00
Yuri Roubinsky
0e2ef987b1 Add a check for device in shader lang to prevent startup editor crash 2022-01-04 11:50:50 +03:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
fd9c92d4ab Add a shader warning when the uniform buffer limit is exceeded 2022-01-03 16:24:56 +03:00
Rémi Verschelde
9221c0f8ad
Merge pull request #56190 from Chaosus/shader_varying_pass_to_func 2022-01-03 13:08:55 +01:00
Rémi Verschelde
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture 2022-01-03 13:08:25 +01:00
Rémi Verschelde
cd38b42987
Merge pull request #56370 from Chaosus/fix_shader_instance_uniform 2022-01-03 13:06:18 +01:00
luz paz
a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Bastiaan Olij
9fe7565014 Fix XR viewport size overrule and incorrect usage of internal size 2022-01-02 11:17:36 +11:00
Yuri Roubinsky
ab239e9abb Fix incorrect updating global uniform buffer 2021-12-31 13:31:01 +03:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
GanidhuAbey
133486bfba fixed depth of field bug with msaa 2021-12-26 23:13:47 -08:00
William Deurwaarder
68a5dad226 GPULightmapper: react on sky ambient properties
The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder
246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky
108b6a2000 Allow pass varyings as out param to the function, when it's possible 2021-12-23 18:03:19 +03:00
Yuri Roubinsky
8e5008dfbd Fix default texture of unassigned sampler with hint_normal 2021-12-23 11:15:46 +03:00
Hugo Locurcio
bf339842a5
Expose RenderingServer GI half resolution setter method
This is required for projects to be able to change the
GI half-resolution setting at run-time.
2021-12-22 19:38:48 +01:00
Yuri Roubinsky
e8a457ba89 Refactor render_mode in shaders, forbid declaring duplicates 2021-12-21 22:20:09 +03:00
Fabio Alessandrelli
e880294d9f [Headless] Workaround texture load failure.
Some assets are loaded based on OS/server feature detection, namely
textures (but potentially others).
The ResourceImporter will fail to load a texture if the OS reports not
supporting it. The OS, in turn, checks texture format support via the
RenderingServer.
This commit makes the dummy rasterizer report known texture formats as
supported (although unused), so that scenes can be correctly loaded when
they include references to imported textures.
2021-12-20 09:18:26 +01:00
bruvzg
ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Rémi Verschelde
be83968b6b
Merge pull request #55970 from Chaosus/shader_fix_struct_warning 2021-12-16 13:35:44 +01:00
Yuri Roubinsky
1414a7be91 Fix struct usage passing to shader warning system 2021-12-15 22:54:46 +03:00
Yuri Roubinsky
f0a58af12f Rename shader hint filter_anisotropy to filter_anisotropic 2021-12-15 22:12:38 +03:00
Yuri Roubinsky
25a2241e7d Fix shader array parsing in variable declaration 2021-12-15 17:54:15 +03:00
Rémi Verschelde
de8348a9b3
Merge pull request #55903 from Chaosus/shader_struct 2021-12-15 13:07:48 +01:00
Rémi Verschelde
864ccb5776
Merge pull request #55913 from Chaosus/fix_shader_crash 2021-12-15 13:07:34 +01:00
Yuri Roubinsky
09185d76ac Rename shader hint filter_aniso to filter_anisotropy 2021-12-15 13:18:32 +03:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Yuri Roubinsky
3cbd8ef098 Fix shader crash when assigned array from struct to a variable by index 2021-12-13 21:19:13 +03:00
Yuri Roubinsky
31cc6ba622 Allow declaring multiple members in one expression in shader structs 2021-12-13 19:10:08 +03:00
Yuri Roubinsky
8862d1426d Restore shader parsing errors with lack of semicolon in a block 2021-12-11 17:30:40 +03:00
Camille Mohr-Daurat
f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat
c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp
30a608b7b9 Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.

For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00
PouleyKetchoupp
940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde
0ba7103bea
Merge pull request #55702 from nekomatata/physics-solver-settings 2021-12-10 22:10:41 +01:00
Hugo Locurcio
92e9cca5be
Rename hint_aniso to hint_anisotropy in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add RenderingServer.get_video_adapter_type() method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Yuri Roubinsky
85380c5207
Merge pull request #55623 from Chaosus/shader_refactor_const_suffix 2021-12-10 17:01:43 +03:00
Yuri Roubinsky
bcbcf14469 Refactor constant suffix parsing in a shader 2021-12-10 15:38:27 +03:00
Rémi Verschelde
7e720b43ad
Merge pull request #55762 from nekomatata/body-motion-no-margin 2021-12-10 11:04:32 +01:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Yuri Roubinsky
dcf3594500
Merge pull request #55763 from Chaosus/shader_hint_completion 2021-12-10 11:44:01 +03:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Yuri Roubinsky
b66510d509 Added completion for uniform hints in a shader 2021-12-10 10:12:25 +03:00
PouleyKetchoupp
0c354047e1 Handle test body motion with 0 margin
Margin needs to have a high enough value for test body motion to work
properly (separate using the margin, move without then gather rest info
with the margin again).

Fixes issues with test motion returning no collision in some cases with
margin equal to 0.
2021-12-09 10:52:27 -07:00
Rémi Verschelde
f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight 2021-12-09 18:05:17 +01:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Nathan Franke
41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Hendrik Brucker
1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Yuri Roubinsky
76f6c0849c Make compile shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
PouleyKetchoupp
8682adcb87 Add physics solver settings to project settings
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.

Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
2021-12-07 12:08:04 -07:00
Rémi Verschelde
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
Rémi Verschelde
7ac9ea75cc
Rename VideoPlayer to VideoStreamPlayer for consistency
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.
2021-12-06 19:01:28 +01:00
Rémi Verschelde
4bce5e302e
Merge pull request #55602 from nekomatata/improve-rigidbody-contacts 2021-12-06 16:49:42 +01:00