Commit Graph

66509 Commits

Author SHA1 Message Date
Rémi Verschelde 40f938c44d
Merge pull request #86538 from jsjtxietian/fix-shape-thread-error
Fix CSGShape3D's `_mesh_changed` to be thread safe
2024-08-19 14:33:16 +02:00
ywmaa c460f1de24
Add Option for Export Geometry Nodes Instances in blend importer 2024-08-19 12:23:21 +02:00
Pedro J. Estébanez e9407d4877 ResourceLoader: Revert workaround resource loading crashes due to buggy TLS
This reverts commit 41c0785636.
2024-08-19 12:22:31 +02:00
Pedro J. Estébanez 32b7f835d8 Avoid potential crash on signal disconnection 2024-08-19 12:18:04 +02:00
Rémi Verschelde 7a4a6fbc03
Merge pull request #95768 from AThousandShips/fix_far
Fix compilation issues caused by `far` identifier
2024-08-19 12:09:43 +02:00
Rémi Verschelde ab2b06b8b1
Merge pull request #95730 from voidedWarranties/fix_reload_scripts_bind
Fix virtual binding for `ScriptLanguageExtension::_reload_scripts`
2024-08-19 12:09:39 +02:00
Rémi Verschelde 10b91ee950
Merge pull request #95705 from zeux/fsr-skin-relax
Relax motion vector updates to allow skipped frames for skeletons
2024-08-19 12:09:34 +02:00
Rémi Verschelde 7f6b4eb5ee
Merge pull request #95704 from KoBeWi/what_in_the_name_of_godot
Don't mark settings as modified while loading
2024-08-19 12:09:29 +02:00
Rémi Verschelde 846f43c7fc
Merge pull request #95689 from Hilderin/fix-uid-paths-fail-editor-startup
Fix `uid://` paths fail to load at editor startup
2024-08-19 12:09:25 +02:00
Rémi Verschelde 9cc53a134e
Merge pull request #95682 from zeux/fsr2-fix-free
Fix double free in FSR2 destructor
2024-08-19 12:09:20 +02:00
Rémi Verschelde 1ac1d03857
Merge pull request #95676 from raulsntos/dotnet/clear-owner-order
C#: Destroy script before clearing owner
2024-08-19 12:09:15 +02:00
Rémi Verschelde c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde 6c76be2389
Merge pull request #95658 from akien-mga/openxr-fix-system-package
OpenXR: Fix support for building against distro package
2024-08-19 12:09:06 +02:00
Rémi Verschelde 63f4186f97
Merge pull request #95253 from Kimau/claire/logitech
OpenXR - Add Logitech Mx Ink Stylus Support
2024-08-19 12:09:01 +02:00
Rémi Verschelde 43c46b9b1b
Merge pull request #95013 from smix8/navmesh_geo_parse
Change NavigationMesh to also parse collision shapes by default
2024-08-19 12:08:55 +02:00
Rémi Verschelde a9eba87902
Merge pull request #93230 from raulsntos/dotnet/ios
C#: Use Godot's LipO implementation instead of Xcode's lipo command
2024-08-19 12:08:49 +02:00
Rémi Verschelde 4afcbb1c8b
Merge pull request #92546 from AThousandShips/faster_replace
[Core] Optimize `String::replace` methods
2024-08-19 12:08:45 +02:00
Rémi Verschelde f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Rémi Verschelde 824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
bruvzg 66832e9968 [Windows] Run native file dialogs in thread to make it non-blocking. 2024-08-19 12:58:16 +03:00
kleonc 1bd8372813 Fix Parallax2D repeats being not relative to its transform 2024-08-19 11:43:16 +02:00
A Thousand Ships 0c3b975ada
Fix compilation issues caused by `far` identifier
Breaks some builds on Win due to macro use of this name
2024-08-19 11:13:56 +02:00
BlueCube3310 ef9bb1a207 Implement support for bicubic lightmap filtering
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
Micky e80c44dbe7 Fix some invalid code in GDScript class reference 2024-08-19 00:55:51 +02:00
Micky be1dc574e0 Fix some differences between ShapeCast2D and ShapeCast3D documentation 2024-08-19 00:32:14 +02:00
smix8 2e1f6b50fb Add bounds function to NavigationMeshSourceGeometryData
Adds get_bounds() function to NavigationMeshSourceGeometryData2D/3D to get a bounding box that covers all the geometry.
2024-08-19 00:12:37 +02:00
Joanna May bebf2e87f2 docs: highlight lack of joystick info on majority of platforms 2024-08-18 14:47:32 -05:00
Kongfa Waroros cb2b4ea092 Improve AudioStreamPlayer icons 2024-08-19 02:07:32 +07:00
BlueCube3310 4b266871d7 CVTT: Include float formats for hdr compression 2024-08-18 17:31:05 +02:00
Ricardo Buring 1728f80e7c Fixed Timestep Interpolation: MultiMesh
Adds fixed timestep interpolation to multimeshes.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
BlueCube3310 394ea653aa Add Betsy to speed up BC6 compression 2024-08-18 11:14:05 +02:00
clayjohn 578049b7b9 Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
voidedWarranties d65ea6fb9c Fix virtual binding for `ScriptLanguageExtension::_reload_scripts` 2024-08-17 21:09:32 -07:00
Arseny Kapoulkine 92f2bc70dd Relax motion vector updates to allow skipped frames for skeletons
Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.

This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.

In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.

Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.

Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.
2024-08-17 11:10:41 -07:00
kobewi 84e8831b89 Don't mark settings as modified while loading 2024-08-17 19:23:06 +02:00
Raul Santos c2efbf3012
C#: Use Godot's LipO implementation instead of Xcode's lipo command 2024-08-17 17:52:35 +02:00
Artemy Fedotov b55e97cd85
Fix `EditorInterface.get_selected_paths()` working incorrectly when FileSystemDock is in split mode 2024-08-17 19:31:15 +04:00
Hilderin da31679d12 Fix display dialog while saving scene 2024-08-17 08:45:13 -04:00
Hilderin b1c97313e0 Fix uid:// Paths Fail to Load at Editor Startup 2024-08-17 07:19:08 -04:00
Hilderin e46280dbb5 Fix scene node selection problem when no auto expand 2024-08-17 06:32:56 -04:00
aryan-11825114 3f7efd2291 Fix small graph editor pins at higher display scales 2024-08-17 15:01:05 +05:30
Arseny Kapoulkine 0024cface5 Fix double free in FSR2 destructor
Before this change, using FSR2 resulted in the following error when the
effect was destroyed:

	ERROR: Attempted to free invalid ID: 662734928609453
	   at: _free_internal (servers/rendering/rendering_device.cpp:4957)

This happened because ACCUMULATE and ACCUMULATE_SHARPEN passes shared
the same shader_version object but had different pipeline IDs. When
version_free was called for ACCUMULATE pass, it destroyed pipelines
created from that version, including the pipeline for the
ACCUMULATE_SHARPEN pass.

Using a unique version could work around this problem, but it's easier
to rely on version_free destroying the created pipelines through the
dependency mechanism.
2024-08-16 22:44:57 -07:00
Raul Santos 5e7fda8de7
C#: Destroy script before clearing owner
The C# script destructor needs to access the owner (i.e.: to disconnect signals) so we now clear it after the script has been destroyed.
2024-08-17 04:04:57 +02:00
Flyn San 0df7ee31d2 Add BoneAttachment3D::get_skeleton() method 2024-08-17 09:35:24 +10:00
Rémi Verschelde 1bd740d18d
Merge pull request #95656 from anvilfolk/gdscript-docs-quit
Fix Godot not quitting with `--doctool --gdscript-docs`.
2024-08-17 00:47:17 +02:00
Rémi Verschelde 8d65fd2b32
Merge pull request #95655 from aaronp64/blend_space_2d_docs
Minor AnimationNodeBlendSpace2D documentation fixes
2024-08-17 00:47:10 +02:00
Rémi Verschelde 69c96144e2
Merge pull request #95344 from eobet/godot-panel-icons
Make editor panel icons more discreet
2024-08-17 00:47:02 +02:00
Rémi Verschelde 1e3258cd18
Merge pull request #95281 from Lunarisnia/fix/project-settings
Fix project settings not properly saved after a file deletion
2024-08-17 00:46:55 +02:00
Rémi Verschelde a0d549fe93
Merge pull request #95272 from akien-mga/applicalifragilisticexpialidocious
iOS: Fix typo in GodotApplicationDelegate
2024-08-17 00:46:47 +02:00
Rémi Verschelde c430c775ca
Merge pull request #95258 from kleonc/polygon2d_uv_editor_fix_leaf_bone_drawing
Fix drawing leaf `Bone2D` in `Polygon2D` UV editor
2024-08-17 00:46:41 +02:00