Commit Graph

4607 Commits

Author SHA1 Message Date
jsjtxietian 5f85a042b6 Prevent `_allocate_placeholders` crash if `p_version->variants` is null 2023-10-22 23:19:00 +08:00
Hugo Locurcio 0012478ecb
Add property hint for 2D shadow size project setting
Previously, it was possible to use zero or negative values, which are
invalid.

This also prevents crashing the engine by setting a shadow size of
0 or lower from a script.
2023-10-22 00:28:19 +02:00
Rémi Verschelde 2a995c09ac
Merge pull request #83639 from stoofin/frustum-buffer-size
Fix shadow map debug visualization camera frustum index buffer size
2023-10-20 15:12:34 +02:00
Bastiaan Olij 425e943576 Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue. 2023-10-20 14:02:55 +11:00
stoofin 1a2b66d4fc Fix shadow debug frustum index buffer size 2023-10-19 13:48:11 -07:00
Dario 4890e96556 Add an extra backbuffer color texture that can be used when an upscaler is in use.
Fixes issue #83152. Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
2023-10-17 13:36:27 -03:00
Clay 623a050269 Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.

Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +02:00
Rémi Verschelde 842c1cafc0
Merge pull request #83400 from bitsawer/fix_mobile_instance_uniforms
Fix Mobile renderer shader instance uniform access
2023-10-16 10:42:38 +02:00
bitsawer f0a178cbdb Fix Mobile renderer shader instance uniform access 2023-10-15 18:09:54 +03:00
Lunarisnia 28f7a62ae4 Fix disabling depth prepass breaks opaque material 2023-10-15 12:18:13 +07:00
jsjtxietian 34eba41aea Fix AudioStreamRandomizer.random_volume_offset_db not working 2023-10-14 10:52:27 +08:00
Rémi Verschelde 135fa1ef5d
Merge pull request #83179 from clayjohn/tangents-sanitize
Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader
2023-10-13 22:17:02 +02:00
clayjohn e3d31837eb Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader 2023-10-13 08:54:49 -06:00
bruvzg 9a1e0e4aef
[Bitmap fonts] Add support for scaling. 2023-10-13 12:57:45 +03:00
Clay acb65377cd Cleanup instances of using uint32_t for mesh formats
And tidy up some leftovers from the attribute compression PR
2023-10-12 22:01:41 +02:00
Thaddeus Crews 9ee41c707e
Fix texture storage not assigning default scale
• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Rémi Verschelde 09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski 5b2e54c17b Fresnel should darken the SSR reflections instead of blending them with specular light. 2023-10-11 18:58:22 +01:00
kobewi 41fa6c32b4 Disable update spinner when debug redraw is active 2023-10-11 13:21:29 +02:00
Rémi Verschelde 4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
Debug CanvasItem redraw
2023-10-11 08:40:05 +02:00
Rémi Verschelde 55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde 3d4724b381
Merge pull request #83056 from AThousandShips/surface_fix
Fix incorrect check in `_dict_to_surf`
2023-10-09 23:25:16 +02:00
Rémi Verschelde b4214b1686
Merge pull request #83004 from Chaosus/shader_language_fix_typo
Fix typo in `shader_language.cpp`
2023-10-09 23:23:35 +02:00
A Thousand Ships 7b6621297b Fix incorrect check in `_dict_to_surf` 2023-10-09 18:28:59 +02:00
Rémi Verschelde a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
Rémi Verschelde 336260b7b3
Merge pull request #83002 from AThousandShips/safety_check
Replace `sanity` with `safety` for checks
2023-10-09 15:36:49 +02:00
Rémi Verschelde 35ede42d1d
Merge pull request #82695 from maiself/object-less-callables-fixes
Fixes to allow object-less callables throughout Godot
2023-10-09 15:32:38 +02:00
Yuri Rubinsky f4bc779c4e Fix typo in `shader_language.cpp` 2023-10-08 18:55:40 +03:00
A Thousand Ships f18aa00e85 Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-10-08 17:23:33 +02:00
A Thousand Ships 034c0f1624 Replace `sanity` with `safety` for checks 2023-10-08 16:22:24 +02:00
mrjustaguy 45948dc2c9 Directional 2 Split Shadow Stabilization Fix 2023-10-07 17:55:26 +02:00
Mai Lavelle 5e15586ec2 Fixes to allow object-less callables throughout Godot
This fixes #81887
2023-10-06 16:31:35 -04:00
Rémi Verschelde c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
clayjohn af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
clayjohn 04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
Rémi Verschelde f2ba8ec6ca
Merge pull request #81124 from bitsawer/fix_voxelgi_static_lights
Fix VoxelGI static light pairing
2023-10-06 00:24:29 +02:00
Rémi Verschelde d351d40e29
Merge pull request #82877 from tomissj2/master
Fog shader: Fix undeclared identifier `global_variables`
2023-10-05 22:51:48 +02:00
Rémi Verschelde 950139e489
Merge pull request #82546 from viksl/volumetric-fog-spot-light-artifacts
Fix cluster artifacts and negative light
2023-10-05 22:50:12 +02:00
Rémi Verschelde f02695cc04
Merge pull request #81138 from clayjohn/attribute-compression
Vertex and attribute compression
2023-10-05 22:48:55 +02:00
Rémi Verschelde 7ee2eb5c92
Merge pull request #80992 from viksl/volumetric-fog-NaN-issues
Fix volumetric fog NaN values in textures from starting at a zero Vector2.
2023-10-05 22:48:31 +02:00
tomissj2 e906eb8433
Fog Shader bugfix: 'global_variables' : undeclared identifier
If user try to use a global shader variable in a fog type shader we are getting shader error. The reason of this there is a typo in the fog.cpp. I other well working shaders types like sky the "action.global_buffer_array_variable" is "global_shader_uniforms.data". 
The investigation tracked here:
https://discord.com/channels/212250894228652034/1158918161337434172
2023-10-05 22:12:50 +02:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
kobewi 09b30be86d Add vararg call() method to C++ Callable 2023-10-05 11:35:29 +02:00
Rémi Verschelde 829d9bb6ba
Merge pull request #82451 from DarioSamo/mesh-storage-vertex-array-taa-fix
Fix mismatch between surface vertex array generation inside the function and the caller.
2023-10-05 10:08:34 +02:00
Rémi Verschelde c255acebe8
Merge pull request #81607 from Rindbee/fix-UPDATE_WHEN_VISIBLE-not-work-in-exported-project
Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
2023-10-05 10:07:16 +02:00
Rémi Verschelde ccbb91137f
Merge pull request #82766 from BastiaanOlij/fix_debanding_issue
Forgot to add debanding to config object
2023-10-04 15:45:39 +02:00
Rémi Verschelde 03ff9fedb6
Merge pull request #82101 from bruvzg/x11_gles
[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 15:35:05 +02:00
Rémi Verschelde d5db0e5032
Merge pull request #81218 from bruvzg/_temp_fs
[Native File Dialogs] Improve filter list handling, add selected filter to the callback.
2023-10-04 15:34:16 +02:00
Rémi Verschelde 5680d729f2
Merge pull request #80939 from RandomShaper/fix_onion
Revive onion skinning
2023-10-04 15:33:25 +02:00
bruvzg af00c4a54a
[X11] Add support for using EGL/GLES instead of GLX. 2023-10-04 14:15:36 +03:00
bruvzg d1aaa914f3
[macOS] Add `about_to_open` and `popup_hide` callback for the global menus, move part of logic to the PopupMenu to allow live menu modification. 2023-10-04 09:49:51 +03:00
Bastiaan Olij 480fe5767e Forgot to add debanding to config object 2023-10-04 16:24:09 +11:00
bruvzg 43e4708dff
[Native File Dialogs] Improve filter list handling, add selected filter to the callback. 2023-10-03 19:26:16 +03:00
Rémi Verschelde 9af1983af2
Merge pull request #82475 from bruvzg/ts_spacing_var
[TextServer] Store font extra spacing variations without making a full copy of font.
2023-10-03 17:23:43 +02:00
Rémi Verschelde 24c166dfe2
Merge pull request #81619 from Chaosus/fix_shader_const
Re-allows constants in global space to be initialized with function call
2023-10-03 17:20:23 +02:00
bruvzg 72e2e47059
[DisplayServer] Add method to estimate window title bar size. 2023-10-03 16:13:52 +03:00
Pedro J. Estébanez 77d8372285 Fix drawing of viewports without swapping buffers 2023-10-03 13:51:47 +02:00
viksl 8a2d345a85 Fixes spotlight's cluster artifacts and negative light. 2023-10-01 09:13:30 +02:00
Rémi Verschelde 44e399ed5f
Merge pull request #82534 from DarioSamo/fsr2-exposure-fix
Use internal texture at internal resolution for calculating luminance (FSR2).
2023-09-29 19:47:53 +02:00
Dario 1e2c28b7fe Use internal texture at internal resolution for calculating luminance.
Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
2023-09-29 13:41:40 -03:00
Hugo Locurcio d6d640f158
Disable `lightmapper_rd` module in non-editor builds (and in Android editor)
This is consistent with `xatlas_unwrap`, which isn't enabled in non-editor
builds and the Android editor either. There is currently no way to
use the lightmapper in a non-editor build anyway, as it doesn't expose
any methods (and even if there was, there would be no way to perform
UV2 unwrapping in the exported project).

This reduces binary size of a stripped Linux x86_64 export template
build by ~164 KB.

This also moves the PrimitiveMesh texel size project setting
so that it's defined when the module is disabled,
and adds a property hint to it.
2023-09-29 11:30:15 +02:00
Yuri Sizov 7ae0fa1083 Merge pull request #77496 from clayjohn/GLES3-shadows
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
bruvzg 4a167fc740
[TextServer] Store font extra spacing variations without making a full copy of font. 2023-09-28 10:45:09 +03:00
clayjohn cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
Yuri Sizov 3c8465c240 Merge pull request #82445 from RandomShaper/fix_fsr2_little_thing
Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 19:08:08 +02:00
Yuri Sizov 54c7a26a3b Merge pull request #81356 from pkdawson/rd-compat
Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 19:07:55 +02:00
Dario c3d1b52254 Fix mismatch between surface vertex array generation inside the function and the caller.
Fixes #82446.
2023-09-27 14:02:48 -03:00
Patrick Dawson d80dc0ff58 Add compatibility methods for RenderingDevice BarrierMask 2023-09-27 10:22:03 -04:00
Pedro J. Estébanez f84c3d4477 Avoid trying to free null RIDs in FSR2 teardown 2023-09-27 16:07:41 +02:00
bitsawer 898d1a2d5f Fix errors when freeing GPUParticles 2023-09-27 11:46:31 +03:00
Rémi Verschelde 3228f73127
Merge pull request #82413 from Calinou/3d-editor-gizmos-ignore-fog
Make 3D editor gizmos and debug shapes ignore fog
2023-09-27 09:21:35 +02:00
Rémi Verschelde 7da8f08ff1
Merge pull request #82411 from Calinou/editor-audiostreamrandomizer-tweak-property-order
Tweak property order in the inspector for AudioStreamRandomizer
2023-09-27 09:21:11 +02:00
Hugo Locurcio fcbf7011cc
Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
2023-09-27 00:54:57 +02:00
Hugo Locurcio 50f6c578c6
Tweak property order in the inspector for AudioStreamRandomizer
This puts non-foldable properties above foldable properties, which
matches the usual expectation in the editor inspector.
2023-09-27 00:19:29 +02:00
Mikael Hermansson f1a9d8b5a5 Moved `face_index` field in 3D `RayResult` to end of struct 2023-09-26 23:18:16 +02:00
Rémi Verschelde 92ac0e54fe
Merge pull request #82353 from RPicster/optimizing-glow
Optimizing glow behaviour
2023-09-26 16:36:53 +02:00
Rémi Verschelde da91cf9367
Merge pull request #82347 from SaracenOne/dir_access_checks
Add error checks for DirAccess creation
2023-09-26 16:36:47 +02:00
Rémi Verschelde 2c8c7b95aa
Merge pull request #82313 from AThousandShips/null_check_servers
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-26 13:45:31 +02:00
Rémi Verschelde eefe161549
Merge pull request #81610 from Ughuuu/add-angle-limits-and-motor-to-pin-joint-2d
Update PinJoint2D API with angle limits and motor speed
2023-09-26 13:45:07 +02:00
Rémi Verschelde 1e4165ac60
Merge pull request #78757 from Crimzoth/RigidBody3D-mass-issue-fix
Correctly set mass for a rigid body with custom inertia and center of mass
2023-09-26 13:44:36 +02:00
Raffaele Picca de42258154 Optimizing glow behaviour 2023-09-26 11:56:28 +02:00
Dragos Daian 0fcfb07246 Update PinJoint2D API with angle limits and motor speed
add enabled methods for motor and angular limits
use correct name to get joint
update copyright
2023-09-26 10:29:23 +02:00
Rémi Verschelde e25408df4b
Merge pull request #81381 from bitsawer/fix_shader_include_markers
Fix shader language preprocessor include marker handling
2023-09-26 08:19:40 +02:00
Saracen 3f4513d4de Add error checks for DirAccess creation. 2023-09-26 03:07:43 +01:00
smix8 0ee7e3102b Add 2D navigation mesh baking
Adds 2D navigation mesh baking.
2023-09-25 19:48:14 +02:00
A Thousand Ships fdd3d36c6d [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-25 18:45:30 +02:00
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
Rémi Verschelde 64cde8ae8b
Merge pull request #82168 from Supreeeme/ext-fix
Expose `texture_create_from_extension` to GDExtension
2023-09-24 23:34:06 +02:00
Rémi Verschelde 8788b20ea0
Merge pull request #81775 from darksylinc/matias-taa-msaa
Fix massive validation errors when enabling TAA + MSAA
2023-09-24 23:32:31 +02:00
Shawn Wallace b12ed82c04 Expose texture_create_from_extension to GDExtension 2023-09-23 16:57:12 -04:00
Rémi Verschelde 525c72ec6d
Merge pull request #81350 from DarioSamo/mipmap-bias
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
2023-09-22 22:04:22 +02:00
Rémi Verschelde fe5b1c8d49
Merge pull request #82043 from AThousandShips/exclude_fix
Fix missing clear for some `set_exclude*` query parameter methods
2023-09-21 14:27:46 +02:00
A Thousand Ships 95eafcba4c Fix missing clear for some `set_exclude*` query parameter methods 2023-09-21 13:30:57 +02:00
bruvzg 1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
Rémi Verschelde 3cce730975
Merge pull request #81951 from bitsawer/fix_lightmap_shader_indexing
Fix LightmapGI shading sometimes being unlit or black
2023-09-20 18:55:17 +02:00
Rémi Verschelde 52104ded69
Merge pull request #81298 from mihe/soft-body-rendering-handler
Fix bindings of `PhysicsServer3DRenderingServerHandler`
2023-09-20 15:18:24 +02:00
Rémi Verschelde cc7227c98c
Merge pull request #81508 from bluenote10/bugfix/fix_audio_stream_generator
Alternative minimal fix for audio stream generators
2023-09-20 13:09:28 +02:00
Mikael Hermansson ee9f41a12d Fix bindings of `PhysicsServer3DRenderingServerHandler` 2023-09-20 12:24:32 +02:00