Commit Graph

225 Commits

Author SHA1 Message Date
Bastiaan Olij 15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Rémi Verschelde ab29e3af53
Merge pull request #49515 from Calinou/doc-projectsettings-vram-compression-change
Document applying VRAM compression setting changes retroactively
2021-06-11 23:35:12 +02:00
Hugo Locurcio de39223503
Document applying VRAM compression setting changes retroactively 2021-06-11 22:47:50 +02:00
Rémi Verschelde 50d1e0ea99
Merge pull request #47835 from mortarroad/master-lossless-webp
Implement lossless WebP encoding
2021-06-11 19:34:36 +02:00
Morris Tabor 1bc1e94208 Implement lossless WebP encoding 2021-06-11 18:46:04 +02:00
reduz c66b2651a6 Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.

This should make thread loading entirely reliable.
2021-06-09 13:10:49 -03:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Rémi Verschelde f0b17bcddb
doc: Sync classref after merge of #47336 2021-06-04 11:49:01 +02:00
Paulb23 168427624e Update String/Comment, autocomplete and hints docs 2021-06-01 16:14:03 +01:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Rémi Verschelde af03e9c830
Merge pull request #48939 from Calinou/screen-orientation-use-enum
Use an enum to represent screen orientation in the Project Settings
2021-05-24 19:53:19 +02:00
Hugo Locurcio 660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00
Hugo Locurcio 80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.

This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.

The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
2021-05-22 23:47:43 +02:00
Rémi Verschelde 4219a4cb6f
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 12:38:56 +02:00
Aaron Franke ab674a41aa
Area: Uncap the range for gravity and change the slider hints 2021-05-18 07:17:11 -04:00
Rémi Verschelde b2fb119c53
Merge pull request #36263 from Calinou/increase-default-2d-gravity 2021-05-18 10:54:47 +02:00
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
Hugo Locurcio ce4aa07276
Implement the `%command%` placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`

The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
2021-05-07 00:05:02 +02:00
Hugo Locurcio 4a28f7e44f
Increase the default 2D gravity to 980.0
This makes 2D RigidBody physics feel less floaty out of the box.

This closes https://github.com/godotengine/godot-proposals/issues/98.
2021-05-05 22:49:06 -04:00
Rémi Verschelde a8f45efa43
doc: Sync classref with current source 2021-05-03 20:42:21 +02:00
Bastiaan Olij 58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
Rémi Verschelde cab5064f20
doc: Sync classref with current source
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-29 12:11:40 +02:00
Rémi Verschelde 95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Hugo Locurcio 188bd5638c
Link to Feature tags more explicitly in ProjectSettings documentation 2021-04-22 20:07:54 +02:00
bruvzg b56241f22f
ICU: Update to version 69.1, improve ICU data export process. 2021-04-22 16:56:53 +03:00
Rémi Verschelde 29775a1714
doc: Sync classref with current source 2021-04-19 12:26:37 +02:00
Hugo Locurcio 554742312d
Document overriding project settings that have feature tags
This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
2021-04-12 21:51:08 +02:00
Hugo Locurcio 6c9259ff2f
Fix feature tag casing in the Windows pen tablet project setting name
Feature tags are case-sensitive.
2021-03-22 14:18:48 +01:00
Paul Joannon 8455e901f3
class reference proofreading 2021-03-19 13:21:20 +01:00
Rémi Verschelde 4ca1e73ff9
doc: Sync classref with current source
And move GLTF docs to its module folder.
2021-03-18 16:37:43 +01:00
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Gilles Roudière a9dc53d152 Remove Navigation2D/3D nodes, and move the navigation map to the world resource 2021-03-10 11:23:06 +01:00
Rémi Verschelde 469ac1e415 doc: Sync classref with current source 2021-03-10 10:54:21 +01:00
Fabio Alessandrelli f34c7982c5 [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:37:53 +01:00
Rémi Verschelde afd0df7921
Merge pull request #46386 from KoBeWi/projekt_settingz
Clarify ProjectSettings.save for exported projects
2021-03-07 10:17:59 +01:00
kobewi 156c402f2b Allow to save override.cfg with ProjectSettings 2021-03-07 01:21:44 +01:00
Mateo Kuruk Miccino 89283b7b53 Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts.
ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
2021-02-28 19:36:10 -03:00
PouleyKetchoupp c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00
Rémi Verschelde 0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
bruvzg 3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
Rémi Verschelde 9b623635c8
doc: Sync classref with current source 2021-02-08 12:34:28 +01:00
Rémi Verschelde fb01d057af
doc: Sync classref with current source 2021-01-28 11:26:37 +01:00
Rémi Verschelde a3b76e26f3
doc: Sync classref with current source 2021-01-06 15:23:58 +01:00
Rémi Verschelde 215d18814e
doc: Sync classref with current source 2021-01-04 14:33:44 +01:00
Rémi Verschelde 96aff740fe
Merge pull request #44809 from Calinou/physics-render-layers-zero-index
Use zero-indexing for physics and render layer names
2021-01-01 23:37:37 +01:00
Hugo Locurcio bd0b7003e0
Document the desktop-only file logging setting override
This closes https://github.com/godotengine/godot-docs/issues/4505.
2020-12-30 18:39:50 +01:00
Hugo Locurcio f87d42f4ca
Use zero-indexing for physics and render layer names
The first layer is now Layer 0 instead of Layer 1, and the last
layer is now Layer 19 instead of Layer 20.

This helps reference physics and render layers from scripts since
layers start from 0 there.
2020-12-30 16:03:11 +01:00
clayjohn 44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Hugo Locurcio 341b9cf15a
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.
2020-12-15 16:40:52 +01:00