Commit Graph

849 Commits

Author SHA1 Message Date
Rémi Verschelde d62166f68f
Merge pull request #57186 from lawnjelly/gameplay_fix_ticks 2022-01-25 11:39:26 +01:00
lawnjelly 38240fd0c8 Portals - Fix gameplay monitor ticking
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.

This PR adds new paths to properly support and synchronize objects in this "room based" path.
2022-01-25 10:07:50 +00:00
Yuri Roubinsky 85deed9207 Backport some changes to 3.x shaders 2022-01-25 10:34:57 +03:00
Rémi Verschelde c6480e2166
Merge pull request #57033 from lawnjelly/gameplay_monitor_unload
Portals - fix gameplay monitor unloading
2022-01-21 18:33:50 +01:00
lawnjelly dc14636e68 BVH templated mask checks and generic NUM_TREES
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.

In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.

This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00
lawnjelly 6c1e243fa2 Portals - fix gameplay monitor unloading
The gameplay monitor wasn't being unloaded correctly in between levels. This meant that exit signals were not being sent, and entered signals for the new level were being missed.

This PR sends appropriate exit signals on unloading, and clear the data.
2022-01-21 09:38:48 +00:00
Haoyu Qiu ac144e7e8c
Fix invalid read when using LightOccluder2D
(cherry picked from commit 7870cf24f2)
2022-01-19 16:02:54 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Rémi Verschelde 25369acff9
Merge pull request #51708 from Calinou/viewport-add-32bpc-color-depth 2022-01-04 14:30:24 +01:00
Yuri Roubinsky 0c449befbf Allow pass varyings as out param to the function, when it's possible 2022-01-04 10:22:39 +03:00
Bastiaan Olij 4e4de3430e Fix size issue for ARVR managed viewport 2021-12-19 14:51:10 +11:00
Yuri Roubinsky 25e24f2d05 [3.x] Prevent writing incorrect shader hints 2021-12-16 10:22:01 +03:00
lawnjelly cbb6dc35a1 Fix add_line width being too wide
The line width of thick lines was being applied on both sides of the line, resulting in a line that was twice as thick as requested.

This PR fixes this embarrassing oversight.
2021-12-14 12:35:02 +00:00
Rémi Verschelde 4ebee76370
Merge pull request #55822 from Chaosus/shader_fix_semicolon_3.x 2021-12-12 21:10:38 +01:00
Yuri Roubinsky 933fd6be75 [3.x] Restore shader parsing errors with lack of semicolon in a block 2021-12-11 18:05:49 +03:00
lawnjelly 26e93dc5c6 Fix lighting_dirty flag bug
In rare circumstances, changing the geometry data attached to an instance, there was the opporunity for the lighting_dirty flag to get out of sync, which could lead to access to a stale light RID, and warnings or worse.

This PR fixes the problem by ensuring the lighting is always updated on the instance when first adding GeometryData.
2021-12-11 11:27:21 +00:00
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Yuri Roubinsky de9205f72d Fix ^= operator in shaders 2021-12-03 10:34:56 +03:00
Rémi Verschelde 3be0f85e91
Merge pull request #54377 from lawnjelly/faster_editor_lines 2021-11-30 13:30:02 +01:00
Yuri Roubinsky 5928cc90f8 [3.x] Prevent return statement from using in block in shader main func 2021-11-23 10:40:47 +03:00
Camille Mohr-Daurat 3970f28f67
Merge pull request #55096 from lawnjelly/bvh_expanded_leaf
BVH - add option for expanded AABBs in leaves
2021-11-22 09:37:16 -07:00
lawnjelly 211dc8cd2d BVH - add option for expanded AABBs in leaves
This PR adds a define BVH_EXPAND_LEAF_AABBS which is set, which stores expanded AABBs in the tree instead of exact AABBs.

This makes the logic less error prone when considering reciprocal collisions in the pairing, as all collision detect is now taking place between expanded AABB against expanded AABB, rather than expanded AABB against exact AABB.

The flip side of this is that the intersection tests will now be less exact when expanded margins are set.

All margins are now user customizable via project settings, and take account of collision pairing density to adjust the margin dynamically.
2021-11-20 06:45:12 +00:00
Hugo Locurcio d7d35e4f73
Add `const` qualifier support for function arguments in shaders
This prevents the function argument from being reassigned within
the function.

Example:

    void test(const int t) {}
2021-11-19 21:20:23 +01:00
Rémi Verschelde 4103b0b7d8
Merge pull request #50823 from fbcosentino/3d-material-overlay 2021-11-16 08:21:18 +01:00
Fernando Cosentino cc8846bef6 Added material_overlay property to MeshInstance
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 GeometryInstance
(and therefore MeshInstance), 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.

Implemented in rasterizer of both GLES2 and GLES3.
2021-11-15 23:50:34 +00:00
Rémi Verschelde 89792e5c49
Merge pull request #54921 from lawnjelly/portals_roaming_margin 2021-11-15 22:45:46 +01:00
Yuri Roubinsky 824183854c
Removed incorrect autocompletion of matrixes in shader
(cherry picked from commit 04a2053f9b)
2021-11-15 16:30:00 +01:00
lawnjelly 788f075b44 Portals - Allow user to set roaming expansion margin
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
2021-11-12 15:46:04 +00:00
Rémi Verschelde 1f8497d281
Merge pull request #53411 from RandomShaper/ubershaders_3.x 2021-11-09 13:12:44 +01:00
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
NHodgesVFX 237f7eeabe Add more OpenGL Attributes
Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com>
Co-Authored-By: Clay John <claynjohn@gmail.com>
2021-11-08 01:22:40 -05:00
lawnjelly ab76cd6ff2 Faster editor line drawing - Path2D and draw_line
Changes the Path2D drawing to use POLYLINE instead of thick lines.
Add a path to translate thick lines (that are not using anti-aliasing) to draw as polygons instead. This should be faster because polygons can be batched.
2021-10-29 12:40:24 +01:00
Rémi Verschelde 42d385b312
clang-format: Disable alignment of operands, too unreliable
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`.
2021-10-28 13:23:38 +02:00
Bastiaan Olij 3bd6088663 Only update render target directly if ARVR mode is off 2021-10-26 21:40:25 +11:00
Rémi Verschelde 06fc2378de
Merge pull request #51491 from Calinou/glow-add-high-quality-mode-3.x
Add high quality glow mode (3.x)
2021-10-08 07:47:07 +02:00
Rémi Verschelde 69437eb746
Merge pull request #53012 from lawnjelly/portals_unload_reason 2021-10-05 12:00:43 +02:00
lawnjelly c835f1f3c5 Add DEV_ASSERT and DEV_CHECK macros
Change the existing DEV_ASSERT function to be switched on and off by the DEV_ENABLED define. DEV_ASSERT breaks into the debugger as soon as hit.
Add error macros DEV_CHECK and DEV_CHECK_ONCE to add an alternative check that ERR_PRINT when a condition fails, again only enabled in DEV_ENABLED builds.
2021-10-04 14:57:54 +01:00
lawnjelly 279e6f65cd Portals - add reason string to unload message
To help users identify conditions that are causing room system invalidation, a reason message is passed to the unload function and logged.
2021-09-24 14:00:24 +01:00
lawnjelly d878fe7b90 Sphere occluders - self occlusion and improvements
Sphere occluders are now tested for self occlusion. Spheres that are behind another sphere in the current view are superfluous so can be removed, cutting down on the runtime calculations.

AABBs are now maintained for Occluders as well as individual spheres, meaning a bunch of occluder spheres can be frustum rejected as a block.
2021-09-14 11:31:14 +01:00
Rémi Verschelde c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
Rémi Verschelde 51dd4d0c6c
Merge pull request #49509 from Chaosus/shader_time_3.x 2021-08-16 19:42:55 +02:00
paru ab21a3b8fb Performance improvements for GLES2 CPU blendshapes 2021-08-16 08:22:45 +02:00
Hugo Locurcio 5335a0368c
Add a Viewport property to use full floating-point precision in HDR
This is only available on the GLES3 backend.

This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
2021-08-16 03:16:01 +02:00
lawnjelly 546e207d8f Portals - Fix cull roaming through multiple portals
Small bug in the logic, the roaming objects only should be set to done when they have been marked as visible, rather than the first time they are examined. This is because they can be seen in a room through multiple portals, and each needs to be tested until there is either a visible result or all the portals in are visited.
2021-08-15 10:22:27 +01:00
Yuri Roubinsky 8a1c986455 [3.x] Fix shader crash when using local var with the same name as varying 2021-08-13 09:30:35 +03:00
Rémi Verschelde dc1fc97836
Merge pull request #50397 from JestemStefan/41756_issue_fix
[3.x] Skip rendering of `Light2D` with zero size texture
2021-08-12 20:30:52 +02:00
JestemStefan 9bf47923a5 Skip rendering of lights with zero size 2021-08-12 17:25:58 +02:00
Yuri Roubinsky 34f7ceefe0
Allow using more assignment operators on matrixes in shaders
(cherry picked from commit 0f42a29864)
2021-08-12 16:42:17 +02:00
Yuri Roubinsky 144e0856a4
Fix shader crash when using varying array in fragment->light context
(cherry picked from commit fead1595f9)
2021-08-12 16:42:17 +02:00
Hugo Locurcio 0e0af7fa83
Add high quality glow mode
This backports the high quality glow mode from the `master` branch.

Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.

High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
2021-08-11 17:00:41 +02:00
Rémi Verschelde 7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
lawnjelly f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
lawnjelly cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
lawnjelly 69cc759b65 Portals - improve PVS tracing
The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.

This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
2021-08-07 17:57:30 +01:00
lawnjelly 2c88517a7b Portals - fix recursive loop looking out from internal rooms
In some situations looking out from an internal room it was possible to look back into the portal into the internal room.

This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
2021-08-05 12:37:05 +01:00
lawnjelly 776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
lawnjelly 93c78af488 Portals - disable frustum culling gizmos with preview camera
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.

To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
2021-07-31 07:58:47 +01:00
lawnjelly 8287d9e9bc Portals - Fix sending portal margins to VisualServer
Portal margins were not being correctly sent to the PortalRenderer from the SceneTree, so all margins were being used as default (1.0). This PR fixes this.
2021-07-29 11:57:32 +01:00
Yuri Roubinsky 8b6d9ab956 Fix varying usage in custom functions [3.x] 2021-07-28 08:11:35 +03:00
Rémi Verschelde 940ca74ccf
Merge pull request #50889 from Chaosus/shader_const_array_3.x
[3.x] Implemented global const array to shaders
2021-07-27 13:05:32 +02:00
Yuri Roubinsky 1e191847c7 [3.x] Implemented global const array to shaders 2021-07-26 16:29:39 +03:00
Yuri Roubinsky 0a99613e53 Backport latest varying fixes to 3.x (2) 2021-07-26 15:40:42 +03:00
Rémi Verschelde 801205b2c1
Merge pull request #48892 from lawnjelly/bvh_robust
BVH - thread safety option
2021-07-22 12:41:42 +02:00
Rémi Verschelde 8cb25a581d
Merge pull request #50724 from Chaosus/varying_fixes_3.x
Backport latest varying fixes to 3.x
2021-07-22 09:29:43 +02:00
Yuri Roubinsky 1e128c80c6 Backport latest varying fixes to 3.x 2021-07-22 08:43:12 +03:00
Cory Petkovsek 096417905b Calculate instance depth after shadow calculation in VisualServer 2021-07-22 08:06:02 +08:00
lawnjelly 44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
TaskManagerCZ b444bec1f3
Explicit error message when setting active a Viewport that is already active.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit e3be0913d7)
2021-07-13 10:20:03 +02:00
Marcel Admiraal 8788472b8c Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
Hugo Locurcio a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Yuri Roubinsky 2d7c9f1ef1 [3.x] Makes shader 'TIME' available in custom functions by default 2021-06-11 15:23:24 +03:00
lawnjelly 6e022a382d Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 08:44:59 +01:00
lawnjelly 14ce176f10 BVH - thread safety option
Added optional thread safe version through template argument and runtime switch, that wraps access with a mutex.
2021-05-25 10:47:32 +01:00
Hugo Locurcio a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Rémi Verschelde 4100a80502
Merge pull request #43506 from QbieShay/fix-depth-sort
[3.x] VisualServer now sorts based on AABB position
2021-05-23 01:23:46 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Yuri Roubinsky 2d1f8f2352 Prevents shader crash if two struct with the same name are declared 2021-05-14 11:28:49 -07:00
Yuri Roubinsky ac547031d5 Prevents shader crash if passing invalid struct to the return statement 2021-05-14 11:28:49 -07:00
Yuri Roubinsky ae8de1f2ce Fix shader crash if duplicated struct members created 2021-05-14 11:28:49 -07:00
Lyuma fba6b62054 Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma 0c028ad96e Backport bc0e8e7 "Fix using post-init shader array constructors" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma 25016bf715 Backport 6b99bda "Added support for arrays as shader struct members" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma fc6bee0750 Backport 6f16239 "Implementation of struct for shaders" to 3.4 2021-05-14 11:28:48 -07:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Bastiaan Olij 8f8c9c2f57 Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for 2021-05-05 16:22:03 +10:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Rémi Verschelde 6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
Bastiaan Olij 717f3227ec ARVR GDNative enhancements:
- add set_interface function
- add access to depth buffer
- add supplying a depth buffer from an ARVR plugin
2021-03-25 22:37:47 +11:00
Rémi Verschelde 3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
Ev1lbl0w bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00