Rémi Verschelde
9cf0ffe1fa
Merge pull request #71524 from clayjohn/MOBILE-TAA
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Warn when trying to enable TAA from mobile or gl_compatibility backend
2023-01-17 11:06:46 +01:00
Rémi Verschelde
59dcf64dd6
Merge pull request #71382 from jainl28patel/sprite2d_flip_normal_map
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fix normal map not flipping in sprite2D
2023-01-17 10:56:44 +01:00
Rémi Verschelde
e1e30f9fc7
Merge pull request #71520 from conradhappeliv/fix-71480
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Fix GPUParticles2D not recomputing transforms each frame
2023-01-17 10:14:32 +01:00
Conrad H. Appel, IV
ad6dd38795
Fix GPUParticles2D not recomputing transforms each frame
2023-01-16 14:10:58 -08:00
clayjohn
71ed83d301
Warn when trying to enable TAA from mobile or gl_compatibility backend
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TAA should only be enabled from the forward_plus renderer for now
2023-01-16 13:32:40 -08:00
Rémi Verschelde
0ddd9c3e8f
Merge pull request #71526 from clayjohn/RD-sun-scatter
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Properly initialize directional_light_count in RD sky shaders
2023-01-16 22:30:54 +01:00
Rémi Verschelde
2156250471
Merge pull request #62236 from MinusKube/master
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Fix polyline not supporting closed polygons and not having a uniform width
2023-01-16 22:13:07 +01:00
clayjohn
8b3db6e9ce
Properly initialize directional_light_count in RD sky shaders
2023-01-16 13:05:52 -08:00
MinusKube
01af885e69
Fix draw_polyline not supporting closed polygons and not having a uniform offset
2023-01-16 20:27:30 +01:00
Danil Alexeev
a8cbb6245b
Fix scaling issue in draw_line
and similar methods
2023-01-16 12:49:58 +03:00
Raul Santos
7560340ef6
Rename center
method to get_center
in Plane.
2023-01-15 17:18:50 +01:00
Rémi Verschelde
ac104a69b8
Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options
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Improving communication of scaling settings to renderer implementation
2023-01-14 14:45:02 +01:00
jainl28patel
390f83bf5a
fix normal map not flipping in sprite2D
2023-01-14 11:51:56 +05:30
Rémi Verschelde
a51ca2beaf
Merge pull request #71346 from Chaosus/material_fix_freezing
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Clear material arrays to prevent freeing of invalid texture RID
2023-01-14 00:44:18 +01:00
clayjohn
ccaebcd5e0
Avoid crashing when custom GLSL shaders are imported when using the gl_compatibility renderer
2023-01-13 12:53:19 -08:00
Yuri Rubinsky
01cddbb12a
Clear material arrays to prevent freeing of invalid texture RID
2023-01-13 23:25:09 +03:00
Bastiaan Olij
478c37deb8
Improving communication of scaling settings to renderer implementation
2023-01-13 12:54:15 +11:00
clayjohn
131036a5ef
Only setup depth framebuffer properties when not rendering ReflectionProbes
2023-01-12 16:19:12 -08:00
Pedro J. Estébanez
d0e37cd04c
Add framework for avoidance of color flash in new windows
2023-01-12 21:42:51 +01:00
Rémi Verschelde
1f171ff18b
Merge pull request #71261 from clayjohn/RD-alpha-aa
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Take alpha antialising options into account when setting up materials
2023-01-12 08:19:16 +01:00
clayjohn
0ae567b00a
Take alpha antialising options into account when setting up materials
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This restores the functionality of the alpha antialising options
2023-01-11 21:29:36 -08:00
Rémi Verschelde
0abd60b953
Merge pull request #71130 from clayjohn/RD-normal-roughness
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Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
Rémi Verschelde
201673ecd8
Merge pull request #71124 from clayjohn/forward-prepass
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Only disable depth writing in opaque pipelines
2023-01-12 00:55:10 +01:00
Rémi Verschelde
8cb63cdd55
Merge pull request #70475 from BastiaanOlij/cleanup_luminance
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Move luminance effect into its own class and use new buffers system
2023-01-11 01:10:37 +01:00
clayjohn
89766848de
Fix multiple issues that make the normal roughness texture unusable
2023-01-09 11:56:36 -08:00
clayjohn
e5abca4990
Only disable depth writing in opaque pipelines
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This restores the behaviour of the visibility fade
2023-01-09 09:45:43 -08:00
Pedro J. Estébanez
5ca2ba45f1
Make inclusion of Godot version in shader hash universal
2023-01-09 17:47:02 +01:00
Bastiaan Olij
9b549231e4
Move luminance effect into its own class and use new buffers system
2023-01-07 14:40:42 +11:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde
a5e43daca1
Merge pull request #70929 from clayjohn/RD-mobile
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Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-05 12:57:46 +01:00
Rémi Verschelde
0668b64c32
Merge pull request #70924 from clayjohn/canvas-bg-bugs
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Always try to clear render target before drawing 3D with Canvas BG mode
2023-01-05 12:57:39 +01:00
clayjohn
aaa9d626f3
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-04 14:03:48 -08:00
clayjohn
72bc7e5a9d
Always try to clear render target before drawing 3D with Canvas BG mode
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This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2023-01-03 15:46:03 -08:00
Rémi Verschelde
0160fea1ce
Merge pull request #70884 from clayjohn/Depth-prepass
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Ignore depth draw optimization when using depth draw alpha prepass
2023-01-03 23:23:29 +01:00
Rémi Verschelde
698ee56e54
Merge pull request #70638 from markusneg/cull-masked-shadows-gd4
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Visual instance layers are regarded during shadow culling
2023-01-03 23:22:31 +01:00
clayjohn
062fb8b0dc
Ignore depth draw optimization when using depth draw alpha prepass
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Adam Scott
ea33001b95
Add safety-checks before some servers free()
2022-12-29 16:23:38 -05:00
Markus Grafen
041b64ea7e
visual instance layers are regarded during shadow culling
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Partially cherry-picked from 16517ecb
. Todos:
- setting Camera cull_mask should mark affected shadows dirty somehow
2022-12-27 18:43:53 +01:00
Bastiaan Olij
8bf16b0ce5
Fix errors related to reflection probe now using a render buffers object
2022-12-26 22:23:22 +11:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
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Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde
d8a0382e3f
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
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Move SDFGI update logic into clustered renderer
2022-12-23 23:43:56 +01:00
Rémi Verschelde
2e07477751
Merge pull request #70214 from Ansraer/speed-maybe
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[4.x] Use depth prepass to increase opaque render performance
2022-12-23 23:43:50 +01:00
Ansraer
d44a91c2f7
use depth prepass to increase performance
2022-12-23 17:15:46 +01:00
Bastiaan Olij
65ca9e6924
Move SDFGI update logic into clustered renderer
2022-12-24 00:00:11 +11:00
Rémi Verschelde
1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
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Added options for sorting transparent objects (port of PR #63040 )
2022-12-23 09:47:24 +01:00
Bastiaan Olij
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00
Bastiaan Olij
6f4f38db07
Added options for sorting transparent objects (port of PR 63040)
2022-12-23 19:30:33 +11:00
Rémi Verschelde
56b828eb82
Merge pull request #70457 from clayjohn/RD-particles-update
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Avoid updating particles during 2D rendering
2022-12-23 09:11:58 +01:00
Rémi Verschelde
13850d7812
Merge pull request #70455 from clayjohn/RD-particle-trail
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Check for disabled particle trail particle before initializing particle trail
2022-12-23 09:11:48 +01:00
Yuri Rubinsky
f28348fc5c
Fix shader crash when using boolean type for vertex->fragment varyings
2022-12-23 07:47:49 +03:00