Commit Graph

4329 Commits

Author SHA1 Message Date
Rémi Verschelde 754a52a4ab
Merge pull request #78201 from smix8/navmesh_cell_height_4.x
Fix `cell_height` for navigation meshes
2023-06-14 09:27:33 +02:00
Rémi Verschelde 16c2fede71
Merge pull request #78200 from prominentdetail/patch-3
Properly handle wireframe mode in RendererRD pipeline cache
2023-06-14 09:27:10 +02:00
Rémi Verschelde e0651ed4b5
Merge pull request #78199 from clayjohn/detect_3d
Ensure that "detect 3D" is only called when using 3D shaders
2023-06-14 09:26:47 +02:00
Rémi Verschelde 41776634b6
Merge pull request #78161 from BastiaanOlij/expose_texture_native_handle
Expose `RD::texture_get_native_handle`
2023-06-14 09:25:59 +02:00
Alex f74464b767
Properly handle wireframe mode in RendererRD pipeline cache
Makes wireframe get cached properly so that it doesn't keep being recreated.
Fixes #76237.
2023-06-14 09:14:34 +02:00
Bastiaan Olij 6dd47e232b Expose RD::texture_native_handle 2023-06-14 09:58:08 +10:00
smix8 ee14b010ac Fix for threaded NavigationMesh baking under new thread guards
Fixes threaded NavigationMesh baking under new SceneTree thread guards that blocked the process.
2023-06-14 01:53:37 +02:00
smix8 180a5cded1 Fix `cell_height` for navigation meshes
Fixes `cell_height` for navigation meshes.
2023-06-13 23:24:32 +02:00
clayjohn 0b7e2dfdfc Ensure that "detect 3D" is only called when using 3D shaders 2023-06-13 13:20:11 -07:00
Aaron Franke 1e6f30e6bd
Set both texture format overrides to false by default 2023-06-12 11:52:02 -05:00
Rémi Verschelde e208cdb170
Merge pull request #78081 from smix8/obstacle_api_update_4.x
Update NavigationObstacle API
2023-06-12 17:10:28 +02:00
Rémi Verschelde 2d6b880987
i18n: Sync translations with Weblate (now tracking 4.1 strings) 2023-06-12 14:57:08 +02:00
smix8 c1fc331b88 Update navigation obstacle API
Updates navigation obstacle API.
2023-06-12 14:26:45 +02:00
kleonc bbb2a889d8 Fix Y-sort modulate for top-most Y-sorted CanvasItem 2023-06-12 13:33:26 +02:00
Bastiaan Olij d9eb9665da Draw frustum splices ontop of direction shadow atlas for debug purposes 2023-06-11 11:48:11 +10:00
Aaron Franke 944fbce347
Enable S3TC_BPTC but not ETC2_ASTC by default 2023-06-09 11:38:29 -05:00
Rémi Verschelde 7c71844999
Merge pull request #77703 from RandomShaper/fix_vol_fog_thingy
Fix management of life cycle of vol. fog related uniform sets
2023-06-09 11:05:11 +02:00
Rémi Verschelde 9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Rémi Verschelde 166643df32
Merge pull request #74937 from bitsawer/fix_uniform_storage
Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
bruvzg 08e8ff371d
Implement keyboard_get_label_from_physical method. 2023-06-08 10:13:31 +03:00
Hugo Locurcio 0f82a0f569
Document the InitialAction enum in RenderingDevice
This also improves the documentation for the FinalAction enum,
and fixes an incorrect comment in the RenderingDevice header.
2023-06-08 03:54:38 +02:00
Rémi Verschelde 46c4068821
Merge pull request #77170 from lawnjelly/scu_build_master
Add support for single compilation unit builds
2023-06-06 17:58:09 +02:00
lawnjelly b69c8b4791 Single Compilation Unit build.
Adds support for simple SCU build (DEV_ENABLED only).
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-06-06 15:36:51 +01:00
Yuri Sizov ed63b9ea23
Merge pull request #77839 from mihe/physics-engine-restart
Change the "Physics Engine" project settings to prompt a restart
2023-06-06 12:46:35 +02:00
Mikael Hermansson 4f9f4796f2 Change the "Physics Engine" project settings to prompt a restart 2023-06-04 17:24:42 +02:00
Arman Elgudzhyan 7bcc849143 Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
2023-06-03 07:56:47 -07:00
Pedro J. Estébanez f08f67308e Fix management of life cycle of vol. fog related uniform sets 2023-05-31 19:54:28 +02:00
bitsawer 23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
bitsawer 67038471ff Fix shader preprocessor cyclic include handling 2023-05-29 12:05:22 +03:00
Yuri Sizov c87dc07fdd
Merge pull request #77514 from bruvzg/fix_dup_breaks
[TextServer] Prevent duplicate line breaks on virtual spaces when line width is significantly smaller than character width.
2023-05-27 17:49:49 +02:00
Yuri Sizov f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Allen Pestaluky 4e19f34856 Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.

Fixes #77448
2023-05-26 10:50:35 -04:00
bruvzg 8a4a883854 [TextServer] Prevent duplicate line breaks on virtual spaces when line width is significantly smaller than character width. 2023-05-26 16:18:26 +03:00
Rémi Verschelde ba557aaf55
Merge pull request #77294 from puchik/lod-resolution-scaling
Take 3D resolution scaling into account for mesh LOD
2023-05-24 08:48:38 +02:00
Rémi Verschelde 0821262167
Merge pull request #77079 from kleonc/y_sort_fix_modulation_propagation
Fix modulation propagation for Y-sorted CanvasItems
2023-05-24 08:47:50 +02:00
Rémi Verschelde 852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Rémi Verschelde 6d88c83611
Merge pull request #71684 from kleonc/draw_polyline_simplify_antialiased
`RendererCanvasCull` Simplify drawing antialiased polyline
2023-05-24 08:44:19 +02:00
Rémi Verschelde d5c1b9f883
Merge pull request #77327 from BastiaanOlij/fix_gi_and_fog_free
Conditionally free GI and FOG resources, they may not have been created
2023-05-22 22:37:12 +02:00
Rémi Verschelde c3c1909429
Merge pull request #77326 from BastiaanOlij/fix_material_dependencies
Properly clear material slots on mesh instance when material is freed
2023-05-22 22:36:48 +02:00
bruvzg aaddec7cb8
[TextServer] Add support for retrieving OpenType name strings. 2023-05-22 18:08:34 +03:00
Bastiaan Olij 1a128fcccd Properly clear material slots on mesh instance when material is freed 2023-05-22 23:00:00 +10:00
Rémi Verschelde 1086375785
Merge pull request #77266 from Rindbee/fix-bugs-in-TextureStorage-texture_3d_update
Fix calling `TextureStorage::texture_3d_update()` could cause a crash
2023-05-22 13:49:23 +02:00
Rémi Verschelde 05ddc822fb
Merge pull request #77265 from lyuma/aabb_bone_lod_inside
Fix calculation of skinned AABB for unused bones.
2023-05-22 13:49:19 +02:00
Bastiaan Olij 57f343ab21 Conditionally free GI and FOG resources, they may not have been created 2023-05-22 12:59:34 +10:00
Rindbee ebd2b9e299 Fix calling `TextureStorage::texture_3d_update()` could cause a crash 2023-05-22 06:24:13 +08:00
Arman Elgudzhyan ac4ca89000 Take 3D resolution scaling into account for mesh LOD 2023-05-20 16:40:16 -07:00
Lyuma 791d8001db Fix AABB for unused bones
Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
2023-05-19 19:47:52 -07:00
Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
Yuri Sizov 91f3cdfde0
Merge pull request #77171 from rburing/support_thresholds_3d
Restore edge and face support thresholds in 3D
2023-05-18 19:10:19 +02:00
Bastiaan Olij dae58dd187 Fix a typo in the debug shadow split renderer 2023-05-18 10:36:12 +10:00
Ricardo Buring 8812d27bc7 Restore edge and face support thresholds in 3D 2023-05-17 20:14:19 +02:00
Rémi Verschelde b42cea1373
Merge pull request #77089 from DearthDev/lightmapgi-dynamic-objects
LightmapGI dynamic object lighting fix
2023-05-17 11:25:25 +02:00
Rémi Verschelde 59c19a7172
Merge pull request #75250 from bruvzg/lbl_rtl_jst_flags
Expose TextServer justification flags to Label, Label3D, TextMesh and RTL. Add flags to control last/single line justification.
2023-05-16 10:48:45 +02:00
Rémi Verschelde 265c70a369
Merge pull request #75142 from bruvzg/scr
[DisplayServer] Implement screen_get_image method for LinuxBSD/X11, macOS and Windows.
2023-05-16 10:48:16 +02:00
bruvzg 9163d8c336
Expose TextServer justification flags to Label, Label3D, TextMesh and RTL. Add flags to control last/single line justification. 2023-05-15 19:23:54 +03:00
dearthdev 53903f07dc Correctly insert lightmap captures and geometries. 2023-05-15 03:05:19 -05:00
Yuri Rubinsky d7211b371c
Merge pull request #77086 from Chaosus/shaders_fix_render_mode_completion 2023-05-15 10:58:23 +03:00
Rémi Verschelde 9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
Yuri Rubinsky 719741b0eb Exclude incorrect completion options for `render_mode` in shaders 2023-05-15 08:21:16 +03:00
kleonc 5d8219b4fd Fix modulation propagation for Y-sorted CanvasItems 2023-05-15 01:32:41 +02:00
Danil Alexeev 43b0702a02
Fix "Light Only" mode of `CanvasItemMaterial` 2023-05-13 09:06:09 +03:00
Rémi Verschelde cc48827e4a
Merge pull request #76946 from AThousandShips/shadow_warning
Enable shadow warnings and fix raised errors
2023-05-12 10:04:09 +02:00
smix8 f986b52b3c Make navigation mesh edge connections optional
Makes navigation mesh edge connections optional.
2023-05-11 18:46:34 +02:00
Ninni Pipping 71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
Rémi Verschelde 3b8c828159
Merge pull request #69988 from smix8/navigation_rvo_rework_4.x
Rework Navigation Avoidance
2023-05-10 10:19:12 +02:00
Rémi Verschelde 769d8a7bbe
Merge pull request #76088 from rburing/contact_points_global_3d
PhysicsDirectBodyState3D: report contact points using global coordinates
2023-05-10 09:09:17 +02:00
smix8 a6ac305f96 Rework Navigation Avoidance
Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00
Rémi Verschelde 564d1b34e0
Merge pull request #74711 from BastiaanOlij/add_texture_native_handle
Provide access to internal graphics handles for textures
2023-05-09 19:28:26 +02:00
Rémi Verschelde de14109862
Merge pull request #73588 from smosages/resolve-display-shader-settings-in-settings-editor
Define shader language project settings before creation of `TextShaderEditor` object.
2023-05-09 19:28:17 +02:00
Rémi Verschelde 668cf3c66f
Merge pull request #76832 from RandomShaper/cluster_render_prevail
Save cluster render shader from being optimized out entirely
2023-05-09 10:46:23 +02:00
Rémi Verschelde 1a987eb9ba
Merge pull request #76624 from myaaaaaaaaa/movie-stat
Print CPU and GPU usage statistics after Movie Maker is finished
2023-05-09 10:45:35 +02:00
Bastiaan Olij c328676d96 For GDExternal use, provides access to internal graphics handles for textures 2023-05-09 13:47:22 +10:00
Pedro J. Estébanez 6465432570 Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
myaaaaaaaaa c55892cc5c Print CPU and GPU usage statistics after Movie Maker is finished 2023-05-08 12:02:52 -04:00
Rémi Verschelde 3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
Rémi Verschelde 70f69f6c72
Merge pull request #76379 from Black-Cat/fix-capsule2d-sleep
Fix precision in physics supports generation
2023-05-08 13:52:37 +02:00
Clay John 610877e326
Merge pull request #72288 from MewPurPur/use-string-repeat
Use `String.repeat()` to optimize several String methods
2023-05-05 09:56:48 -07:00
Max Hilbrunner 39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view 2023-05-05 14:35:41 +02:00
Max Hilbrunner d481fca986
Merge pull request #75517 from BastiaanOlij/expose_render_target 2023-05-05 14:28:01 +02:00
Max Hilbrunner fa451ead91
Merge pull request #74883 from dalexeev/fix-thin-multiline-colors 2023-05-05 14:26:37 +02:00
Johan Aires Rastén 8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Max Hilbrunner ba32279cd0
Merge pull request #76550 from RandomShaper/vk_gi_take_2
Fix voxel GI issues (2)
2023-05-03 20:24:05 +02:00
Patrick e35bbd76a3 Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node 2023-05-03 19:59:43 +02:00
Pedro J. Estébanez c58e50adcc Fix additional cases of breakage of rendering effects 2023-05-03 11:57:54 +02:00
clayjohn fb77021559 Use proper UV in cubemap downsampler raster
This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
2023-05-03 01:06:34 -07:00
VolTer 6b84e258d2 Use String.repeat() in more places 2023-05-01 02:27:46 +02:00
Juan Linietsky 1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
Black-Cat d710af2e97
Fix precision in physics supports generation
Lower threshold for dot was (1.0 - threshold) which is incorrect.
Patch changes it to correct version sqrt(1.0 - threshold * threshold)

Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
2023-04-29 12:12:10 +01:00
clayjohn ca23d06a31 Re-implement the PSSM_SPLITS debug option
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Samuele Panzeri 4aaa2e6477 Fix wait for thread not started 2023-04-27 20:28:22 +02:00
Rémi Verschelde 5a1d4bd8ab
Merge pull request #76479 from bitsawer/fix_preprocessor_line_number
Fix Shader Preprocessor line numbering when disabled
2023-04-27 08:19:30 +02:00
Rémi Verschelde 359b494cbe
Merge pull request #76437 from RandomShaper/fix_vol_fog_voxel_gi
Fix voxel GI issues
2023-04-27 08:19:06 +02:00
Pedro J. Estébanez 09aa1bbdb3 Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
bitsawer 34896d8e89 Fix Shader Preprocessor line numbering when disabled 2023-04-26 16:48:23 +03:00
Rémi Verschelde b58873b98a
Merge pull request #69833 from Eoin-ONeill-Yokai/audio_invalid_mixrate
Fix crash caused by invalid mix_rate assignment due to bogus project settings.
2023-04-26 11:35:37 +02:00
Pedro J. Estébanez 2beed0d5dc Fix breakages of volumetric fog on voxel GI changes 2023-04-26 10:24:03 +02:00
Eoin O'Neill 5a08091168 Fix crash caused by invalid mix_rate assignment due to bogus
project settings.

We'll default to a sensible value in the case that a user has
somehow managed to modify the configuration file incorrectly.

Closes 69819
2023-04-25 23:52:50 -07:00
Johan Aires Rastén 14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
Rémi Verschelde 27253f3eb2
Merge pull request #76240 from clayjohn/Light2D-artifacts
Clamp normal when calculating 2D lighting to avoid artifacts
2023-04-19 10:13:56 +02:00