Bastiaan Olij
c7847b3f6d
Moved disabling bokeh shader variants to before the version_create call
2021-08-16 12:18:27 +10:00
Bastiaan Olij
4002650cb9
Fix read from screen and depth texture
2021-08-15 13:14:19 +10:00
Rémi Verschelde
4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
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Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
Hugo Locurcio
8e3f71d750
Rename LineShape2D to WorldMarginShape2D
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The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
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Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Rémi Verschelde
1833c8b233
Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol
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Use the Unicode multiplication symbol where relevant
2021-08-13 14:27:48 +02:00
bruvzg
8f70232a15
Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs.
2021-08-13 12:32:01 +03:00
Yuri Roubinsky
eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
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Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky
fa96c98bdf
Fix shader crash when using local var with the same name as varying
2021-08-13 09:20:16 +03:00
Bastiaan Olij
07fd559478
Implemented raster versions of bokeh shaders to replace broken gaussian implementation
2021-08-13 10:20:14 +10:00
Rémi Verschelde
a98589a449
Merge pull request #51581 from bruvzg/camera_feed_port
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Port camera feed to the new RenderingServer API.
2021-08-12 23:28:10 +02:00
Hugo Locurcio
7612cff432
Use the Unicode multiplication symbol where relevant
2021-08-12 21:45:33 +02:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
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Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Rémi Verschelde
71873057bc
Merge pull request #51536 from Calinou/nearest-mipmap-use-nearest-for-minification
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Use nearest mipmaps for both minification and magnification
2021-08-12 20:21:18 +02:00
bruvzg
de30dfe6a5
Port camera feed to the new RenderingServer API.
2021-08-12 20:46:19 +03:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles
2021-08-12 11:35:31 -05:00
Hugo Locurcio
fd29432aab
Use nearest mipmaps for both minification and magnification
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This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Rémi Verschelde
c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
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Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp
989acbbe81
Uniformize layer names, script methods and documentation
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde
b63af73435
Merge pull request #51391 from Chaosus/shader_param_names
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Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
Yuri Roubinsky
fb37846b00
Added parameter names to shader built-in function autocompletion
2021-08-12 11:19:53 +03:00
Yuri Roubinsky
63c7d5c330
Removes an internal error report if shader fails compile
2021-08-12 10:18:18 +03:00
Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
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Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
Rémi Verschelde
c3041ffe98
Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearance
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Fix CPUParticles2D disappearance after amount change
2021-08-12 08:12:22 +02:00
floppyhammer
37230dbb1f
Fix CPUParticles2D disappearance after amount change
2021-08-12 10:53:37 +08:00
Hugo Locurcio
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
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The project setting wasn't being used anywhere.
This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
PouleyKetchoupp
f9176a39ce
Make radius & height in CapsuleShape3D independent
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Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
Rémi Verschelde
e30be92ce8
Merge pull request #41634 from KoBeWi/the_independence
2021-08-11 18:16:24 +02:00
Tomasz Chabora
f12f5b36b5
Make radius & height in CapsuleShape2D independent
2021-08-11 17:34:27 +02:00
Hugo Locurcio
d364ff2087
Decrease the default depth of field bokeh quality
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This makes depth of field perform better out of the box, with little
visual difference.
2021-08-11 16:59:22 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
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Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
Yuri Roubinsky
efc6b29601
Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline
2021-08-11 14:46:04 +03:00
Yuri Roubinsky
2fb5231bbc
Break futher shader compilation after missing `;` after`shader_type`
2021-08-11 12:37:59 +03:00
Yuri Roubinsky
0f42a29864
Allow using more assignment operators on matrixes in shaders
2021-08-11 11:51:39 +03:00
Yuri Roubinsky
a902f76063
Merge pull request #51494 from Chaosus/shader_fix_varying_crashes
2021-08-11 11:23:10 +03:00
Yuri Roubinsky
fead1595f9
Fix shader crash when using varying array in fragment->light context
2021-08-11 09:44:00 +03:00
Rémi Verschelde
7d43da928f
Merge pull request #51490 from nekomatata/clean-character-body
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Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
Rémi Verschelde
2c88e1c15d
Merge pull request #51178 from Geometror/layout-options-textline-textparagraph
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Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 07:51:57 +02:00
clayjohn
a7c3e0dcd6
Use f0 instead of albedo in blinn and phong
2021-08-10 21:54:24 -07:00
reduz
ca117910da
Fixes and optimizations to mobile renderer
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* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Hendrik Brucker
403f4902d0
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 00:09:48 +02:00
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
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[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
PouleyKetchoupp
4da3a87f7d
Remove infinite inertia and ray shapes from CharacterBody
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Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
Rémi Verschelde
46beaacec3
Merge pull request #51017 from vnen/extension-fixes
2021-08-10 16:42:31 +02:00
Rémi Verschelde
50d5569ad4
Merge pull request #51457 from nekomatata/moving-platforms-3d
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Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
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Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
8b960a2d2b
Merge pull request #51467 from Chaosus/fix_aa
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Fix incorrect border width of antialiased lines
2021-08-10 10:52:11 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
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Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
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Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
Yuri Roubinsky
59c137a99b
Fix incorrect border width of antialiased lines
2021-08-10 09:08:02 +03:00