Rémi Verschelde
57ad84537d
Merge pull request #56860 from bruvzg/icu_case
2022-01-17 14:28:38 +01:00
Rémi Verschelde
8bdef23f7f
Merge pull request #56012 from bruvzg/wt 🤎 4
2022-01-17 13:26:15 +01:00
bruvzg
e02a097280
[TextServer] Implement locale and context sensitive case conversion functions.
2022-01-17 14:23:36 +02:00
Haoyu Qiu
7870cf24f2
Fix invalid read when using LightOccluder2D
2022-01-17 16:02:26 +08:00
Rémi Verschelde
a27b85378b
Merge pull request #56309 from Calinou/remove-pvrtc-support
2022-01-16 11:15:34 +01:00
clayjohn
abd0003e4c
Remove mistakenly added push constant from SSR
2022-01-15 17:03:55 -08:00
Yuri Roubinsky
08208406ca
Refactor size expression parsing for arrays in the shaders
2022-01-15 15:47:39 +03:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
bruvzg
89f37d4105
Add support for getting native display, window, and view handles.
2022-01-14 13:36:32 +02:00
Yuri Roubinsky
0845b25497
Fix shader crashing when declaring matrix or array varyings
2022-01-14 10:37:39 +03:00
luz paz
858bcd5058
Fix various typos
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Yuri Roubinsky
4201af6649
Fix completion for global constants in shaders
2022-01-13 19:52:06 +03:00
Yuri Roubinsky
c377891145
Add completion for shader_type
2022-01-13 18:37:13 +03:00
Yuri Roubinsky
b0356bcb72
Prevent redefinition of main functions in shader
2022-01-13 15:12:35 +03:00
Rémi Verschelde
a987ebfde2
Merge pull request #56714 from bruvzg/fix_alignment_break_overrun
2022-01-13 10:20:02 +01:00
bruvzg
baec983d8a
[TextServer] Improvements for line breaking, "Fill" alignment, overrun, and interaction between these modes.
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Fix "Fill" alignment processing wrong side of the text if overrun trim was applied.
Improve "Fill" alignment to avoid adding excessive subsequent spaces or elongations.
Add font detection to the overrun, to correctly add ellipsis (was using last glyph font, which doesn't necessary have dot character).
Improve line breaking to avoid adding excessive subsequent soft break points for languages without word separator.
Port missing overrun/justification code to the Fallback text server.
Fix inferred text direction detection by controls.
Add tests for "Fill" alignment and line breaking glyph flags.
2022-01-13 08:53:28 +02:00
clayjohn
9b1f242feb
Fix cannot use gaussian blur error
2022-01-12 21:58:37 -08:00
Rémi Verschelde
586a973b6b
Merge pull request #56169 from dkaste/fix-clip-rects
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Fix canvas items being drawn outside clip rects
2022-01-12 23:59:42 +01:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings
2022-01-12 15:24:17 +01:00
Yuri Roubinsky
422f7b280f
Optimize include files to improve `shader_language.h` compilation speed
2022-01-12 14:19:12 +03:00
Rémi Verschelde
bfd0afca58
Merge pull request #55656 from clayjohn/GLSL3-compiler
2022-01-12 11:33:48 +01:00
Rémi Verschelde
189662e5bd
Merge pull request #56696 from AnilBK/use-init-lists
2022-01-12 10:04:45 +01:00
clayjohn
99064d57db
New OpenGL batching canvas renderer
2022-01-11 22:26:18 -08:00
Anilforextra
6c3a0460a8
Use List Initializations for Vectors.
2022-01-12 10:15:12 +05:45
Rémi Verschelde
d40d86b959
Merge pull request #56667 from Ice-Cube69/fix_incorrect_property_types
2022-01-11 14:34:18 +01:00
Arnav Vijaywargiya
0c46f73b5e
Fixed incorrect property types
2022-01-11 17:17:11 +05:30
Rémi Verschelde
267bee934a
Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overrule
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Fix XR viewport size overrule and incorrect usage of internal size
2022-01-11 08:44:36 +01:00
Rémi Verschelde
04fa320650
Merge pull request #56627 from Chaosus/shader_better_limit_warning
2022-01-10 14:06:54 +01:00
Darren Kaste
b0d9e14155
Fix canvas items being drawn outside clip rects
2022-01-09 18:15:46 -05:00
bruvzg
c89c515ccf
[TextServer] Improve ligature cursor handling.
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Fix mid-grapheme hit test.
Fix OpenType features property handling, add default features override option.
Enable mid-grapheme cursor by default.
2022-01-09 19:03:48 +02:00
Yuri Roubinsky
bd61d8f80c
Enhances a shader uniform limit warning
2022-01-08 21:44:37 +03:00
Anilforextra
c9f5d88f3a
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
Rémi Verschelde
9e97262132
Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolution
2022-01-07 00:05:43 +01:00
Rémi Verschelde
5e7faed078
Merge pull request #56540 from Calinou/renderingserver-expose-ssil-quality
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Expose RenderingServer SSIL quality setter methods
2022-01-06 20:26:59 +01:00
SaracenOne
cd842b65bf
Fix queueing a texture and regular uniform update in RD backend in succession.
2022-01-06 16:05:07 +00:00
Hugo Locurcio
221efffdf7
Expose RenderingServer SSIL quality setter methods
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This allows changing SSIL quality at run-time in a project.
2022-01-06 02:35:49 +01:00
Rémi Verschelde
cbf8757289
Merge pull request #56522 from akien-mga/navigation-restore-safe-get_singleton
2022-01-05 17:10:21 +01:00
Rémi Verschelde
b23552922f
NavigationServer: Restore constness for thread safe `get_singleton`
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This was removed by mistake in #47024 , NavigationServer uses internal
mutability for thread safety, and removing `const` breaks the contract.
2022-01-05 15:41:21 +01:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
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Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
JFonS
7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
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GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde
e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down
2022-01-05 10:51:19 +01:00
Rémi Verschelde
c7bbb3a621
Merge pull request #56278 from GanidhuAbey/dof_msaa_bug
2022-01-05 10:47:27 +01:00
bruvzg
679fe92bb3
Fix incorrect format and buffer used for bone weights.
2022-01-05 08:44:59 +02:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
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Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
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Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
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[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky
bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode
2022-01-04 18:44:11 +03:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
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Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold
2022-01-04 15:28:06 +01:00
Rémi Verschelde
ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass
2022-01-04 15:25:11 +01:00
Yuri Roubinsky
5123ffe4a7
Fix `world_vertex_coords` render mode usage in the shaders
2022-01-04 17:06:12 +03:00
JFonS
e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
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Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Yuri Roubinsky
b74968c2ca
Merge pull request #56477 from Chaosus/fix_device_crash
2022-01-04 13:23:38 +03:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker
2022-01-04 09:59:07 +01:00
Yuri Roubinsky
0e2ef987b1
Add a check for device in shader lang to prevent startup editor crash
2022-01-04 11:50:50 +03:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
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Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
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Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
fd9c92d4ab
Add a shader warning when the uniform buffer limit is exceeded
2022-01-03 16:24:56 +03:00
Rémi Verschelde
9221c0f8ad
Merge pull request #56190 from Chaosus/shader_varying_pass_to_func
2022-01-03 13:08:55 +01:00
Rémi Verschelde
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture
2022-01-03 13:08:25 +01:00
Rémi Verschelde
cd38b42987
Merge pull request #56370 from Chaosus/fix_shader_instance_uniform
2022-01-03 13:06:18 +01:00
luz paz
a124f1effe
Fix various typos
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Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Bastiaan Olij
9fe7565014
Fix XR viewport size overrule and incorrect usage of internal size
2022-01-02 11:17:36 +11:00
Yuri Roubinsky
ab239e9abb
Fix incorrect updating global uniform buffer
2021-12-31 13:31:01 +03:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
GanidhuAbey
133486bfba
fixed depth of field bug with msaa
2021-12-26 23:13:47 -08:00
William Deurwaarder
68a5dad226
GPULightmapper: react on sky ambient properties
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The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder
246fbd5442
GPULightmapper: cube to panorama copy function flip y based on flag
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Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky
108b6a2000
Allow pass varyings as out param to the function, when it's possible
2021-12-23 18:03:19 +03:00
Yuri Roubinsky
8e5008dfbd
Fix default texture of unassigned sampler with hint_normal
2021-12-23 11:15:46 +03:00
Hugo Locurcio
bf339842a5
Expose RenderingServer GI half resolution setter method
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This is required for projects to be able to change the
GI half-resolution setting at run-time.
2021-12-22 19:38:48 +01:00
Yuri Roubinsky
e8a457ba89
Refactor render_mode in shaders, forbid declaring duplicates
2021-12-21 22:20:09 +03:00
Fabio Alessandrelli
e880294d9f
[Headless] Workaround texture load failure.
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Some assets are loaded based on OS/server feature detection, namely
textures (but potentially others).
The ResourceImporter will fail to load a texture if the OS reports not
supporting it. The OS, in turn, checks texture format support via the
RenderingServer.
This commit makes the dummy rasterizer report known texture formats as
supported (although unused), so that scenes can be correctly loaded when
they include references to imported textures.
2021-12-20 09:18:26 +01:00
bruvzg
ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
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Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Rémi Verschelde
be83968b6b
Merge pull request #55970 from Chaosus/shader_fix_struct_warning
2021-12-16 13:35:44 +01:00
Yuri Roubinsky
1414a7be91
Fix struct usage passing to shader warning system
2021-12-15 22:54:46 +03:00
Yuri Roubinsky
f0a58af12f
Rename shader hint `filter_anisotropy` to `filter_anisotropic`
2021-12-15 22:12:38 +03:00
Yuri Roubinsky
25a2241e7d
Fix shader array parsing in variable declaration
2021-12-15 17:54:15 +03:00
Rémi Verschelde
de8348a9b3
Merge pull request #55903 from Chaosus/shader_struct
2021-12-15 13:07:48 +01:00
Rémi Verschelde
864ccb5776
Merge pull request #55913 from Chaosus/fix_shader_crash
2021-12-15 13:07:34 +01:00
Yuri Roubinsky
09185d76ac
Rename shader hint `filter_aniso` to `filter_anisotropy`
2021-12-15 13:18:32 +03:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
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The order now goes from least to most computationally expensive:
- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Yuri Roubinsky
3cbd8ef098
Fix shader crash when assigned array from struct to a variable by index
2021-12-13 21:19:13 +03:00
Yuri Roubinsky
31cc6ba622
Allow declaring multiple members in one expression in shader structs
2021-12-13 19:10:08 +03:00
Yuri Roubinsky
8862d1426d
Restore shader parsing errors with lack of semicolon in a block
2021-12-11 17:30:40 +03:00
Camille Mohr-Daurat
f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
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Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat
c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
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Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp
30a608b7b9
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
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For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.
For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00
PouleyKetchoupp
940f3fde5c
Improve RigidDynamicBody force and torque API
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Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.
Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step
Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde
0ba7103bea
Merge pull request #55702 from nekomatata/physics-solver-settings
2021-12-10 22:10:41 +01:00
Hugo Locurcio
92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
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This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Yuri Roubinsky
85380c5207
Merge pull request #55623 from Chaosus/shader_refactor_const_suffix
2021-12-10 17:01:43 +03:00
Yuri Roubinsky
bcbcf14469
Refactor constant suffix parsing in a shader
2021-12-10 15:38:27 +03:00
Rémi Verschelde
7e720b43ad
Merge pull request #55762 from nekomatata/body-motion-no-margin
2021-12-10 11:04:32 +01:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double
2021-12-10 10:02:38 +01:00
Yuri Roubinsky
dcf3594500
Merge pull request #55763 from Chaosus/shader_hint_completion
2021-12-10 11:44:01 +03:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
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Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00