This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
Added can_generate_small_preview() so the generator uses generate() or generate_from_path() if it returns true
Added can_generate_small_preview() and generate_small_preview_automatically() to the scripting languages
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.