Rémi Verschelde
168f6ca63b
Merge pull request #65216 from bruvzg/trim_fix
2022-09-01 23:50:20 +02:00
Rémi Verschelde
2e0cffdb6f
Merge pull request #63479 from DarkKilauea/nav-link
2022-09-01 23:44:22 +02:00
bruvzg
f131b69032
[TextServer] Fix excessive space trimming.
2022-09-01 21:31:39 +03:00
Hugo Locurcio
699e9f7966
Add Environment properties to control fog rendering on background sky
...
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.
When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Rémi Verschelde
027415312e
Merge pull request #65132 from bruvzg/global_menu_shortcuts_context
2022-09-01 17:02:04 +02:00
kobewi
7adc8376ed
Change Array arguments to TypedArray
2022-09-01 13:13:19 +02:00
Bastiaan Olij
2cd84be64d
Extracting render buffers and changing it to a more generic solution
2022-09-01 20:01:45 +10:00
Yuri Rubinsky
8191b3c110
Rename uniform
to parameter
across the engine
2022-09-01 11:42:57 +03:00
Rémi Verschelde
89f0886425
Merge pull request #65073 from bruvzg/trim_spaces
...
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01 08:16:52 +02:00
bruvzg
b85a4c5d79
[macOS] Handle accelerator and click events of the global menu items separately.
2022-09-01 08:13:56 +03:00
bruvzg
7aad14a4b6
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01 08:11:55 +03:00
clayjohn
385ee5c70b
Implement Physical Light Units as an optional setting.
...
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
bruvzg
629ae58a80
Add support for system dark mode and accent color detection (macOS and Windows). Add support for dark mode title bar on Windows.
2022-08-31 11:37:01 +03:00
Rémi Verschelde
c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
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Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Rémi Verschelde
d58a1d65a9
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
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Add a per-light volumetric fog energy property
2022-08-31 08:47:03 +02:00
Bastiaan Olij
708222bb9a
Fix vector type for signed tangent in mobile shader
2022-08-31 16:35:54 +10:00
Haoyu Qiu
ad6d6a7893
Remove unnecessary print_line
in RendererDummy
2022-08-31 09:44:02 +08:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
...
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.
Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.
The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde
c1b178be38
Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation
2022-08-30 19:49:36 +02:00
Rémi Verschelde
02d510bd07
Merge pull request #63003 from Geometror/msaa-2d
2022-08-30 14:54:20 +02:00
Bastiaan Olij
9efff344b8
Dummy mesh support was added to the dummy renderer but incomplete. This completes it
2022-08-30 16:28:39 +10:00
Aaron Franke
10a56981dc
Rename String plus_file
to path_join
2022-08-29 19:38:13 -05:00
Ricardo Buring
219a582a15
Fix collision solving between world boundary and shapes in motion (2D)
2022-08-29 17:34:06 +02:00
sakrel
728fb6ea95
Fix updating OccluderPolygon shapes
2022-08-29 03:51:53 +02:00
Ricardo Buring
da37540d97
Fix collision solving between world boundary and motion shape
2022-08-27 19:51:14 +02:00
Josh Jones
3dd59013f4
Added node for Navigation links
2022-08-26 22:05:15 -07:00
Rémi Verschelde
4808d01b2b
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
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Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
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Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Rémi Verschelde
4f60fd0480
Merge pull request #64777 from bruvzg/extend_to_title
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[macOS] Extend editor contents to the window title bar for better space usage.
2022-08-26 23:03:31 +02:00
Micky
59e11934d8
Rename str2var
to str_to_var
and similar
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Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
bruvzg
bc4ba6cb78
[macOS] Extend editor contents to the window titlebar for better space usage.
2022-08-26 15:12:43 +03:00
fabriceci
f8cc88fab3
Restore RigidBody2/3D, SoftBody names in physics
2022-08-26 12:26:25 +02:00
Rémi Verschelde
7013c68619
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0
2022-08-26 11:59:07 +02:00
Micky
723bf85145
Rename ParticlesMaterial to ParticleProcessMaterial
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Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
Hugo Locurcio
45bc1a3790
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
...
This improves texture sharpness when TAA and/or FXAA are enabled,
without requiring manual user intervention.
2022-08-25 19:38:18 +02:00
Rémi Verschelde
5d78ab4388
Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors
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Fix typo in RendererSceneCull which caused mesh_free errors
2022-08-25 18:54:25 +02:00
Rémi Verschelde
af88438c71
Merge pull request #64354 from Mickeon/rename-navigation-distance
2022-08-25 18:35:23 +02:00
Rémi Verschelde
33bf609d79
Merge pull request #64820 from Chaosus/shader_fix_varyings
2022-08-25 18:02:38 +02:00
Yuri Rubinsky
d4a10e7e04
Allow using integer varyings with flat
interpolation modifier
2022-08-25 13:21:02 +03:00
Rémi Verschelde
fa80064779
Merge pull request #64607 from RandomShaper/safe_audio_threading
2022-08-25 10:12:25 +02:00
Rémi Verschelde
4698dc67b5
Merge pull request #64082 from KoBeWi/array3k
2022-08-24 16:05:59 +02:00
Rémi Verschelde
96194628df
Merge pull request #64346 from firefly2442/patch-1
2022-08-24 14:36:07 +02:00
kobewi
f7f4873ed0
Replace Array return types with TypedArray 3
2022-08-24 12:53:36 +02:00
Rémi Verschelde
91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
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Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
kobewi
1abdffe7a0
Replace Array return types with TypedArray 2
2022-08-23 23:21:32 +02:00
Rémi Verschelde
be5c1e2737
Merge pull request #64719 from akien-mga/property-slasher
2022-08-23 18:16:59 +02:00
Rémi Verschelde
8317ff74d6
Merge pull request #63091 from MinusKube/editor-window-render-bug
2022-08-23 12:59:34 +02:00
Rémi Verschelde
7764151bc1
Rename properties unnecessarily using slash (/
) in their names
...
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.
Part of #17558 .
2022-08-23 11:57:43 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support.
2022-08-23 08:47:21 +03:00
kobewi
8be27dc59e
Replace Array return types with TypedArray
2022-08-22 22:42:36 +02:00
tefusion
a2c422a6da
Fix typo in RendererSceneCull
...
Frees skeleton 3d gizmo now correctly
2022-08-22 22:09:56 +02:00
Rémi Verschelde
1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property
2022-08-22 21:39:48 +02:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct
2022-08-22 19:29:21 +02:00
Yuri Sizov
1a24c9e14b
Make _validate_property
a multilevel method
2022-08-22 18:35:11 +03:00
Rémi Verschelde
5193332d10
Merge pull request #64343 from TokageItLab/priority-ph
2022-08-22 17:31:23 +02:00
Omar El Sheikh
61522d8491
Add Blendshape Support
...
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Hugo Locurcio
0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off
2022-08-20 17:06:03 +02:00
Yuri Rubinsky
499fd0a4e7
Add defined
keyword support to shader preprocessor
2022-08-20 11:26:59 +03:00
Max Hilbrunner
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
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Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Hendrik Brucker
18585c69b3
Fix OmniLight/SpotLight shadow opacity calculation
2022-08-20 01:05:44 +02:00
clayjohn
bbbcdd725a
Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone
2022-08-19 14:50:12 -06:00
Yuri Rubinsky
8779f51a5e
Merge pull request #63960 from bitsawer/fix-macro-expansion
2022-08-19 23:37:47 +03:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
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Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Max Hilbrunner
117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
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Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
Pedro J. Estébanez
9d546bf05a
Make audio thread control flags safe
2022-08-19 13:28:10 +02:00
Yuri Rubinsky
35cfaafda8
Merge pull request #64459 from Chaosus/shader_elif
2022-08-19 07:01:22 +03:00
Max Hilbrunner
420a8c888e
Merge pull request #63950 from bruvzg/menu_bar3
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Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor.
2022-08-19 01:24:24 +02:00
bruvzg
8c56a7416b
Implement MenuBar
control to wrap PopupMenu
s or native menu, use native menu for editor.
2022-08-18 22:25:44 +03:00
Aaron Franke
f91934872d
Use a const ref for the bone AABB in rendering code
2022-08-18 12:20:11 -05:00
Max Hilbrunner
462bb3bf32
Merge pull request #64534 from YuriSizov/docs-navigation-takes-a-nap
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Fix a typo in navigation server documentation
2022-08-18 16:59:18 +02:00
Clay John
982ff7d925
Merge pull request #64416 from aaronfranke/aabb
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Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
Silc Renew
b31115cdc1
Add collision weight to PhysicsBody for penetrations must be avoided
...
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov
bedaa2b535
Fix a typo in navigation server documentation
2022-08-17 17:05:46 +03:00
Yuri Rubinsky
13ab70ed2a
Add elif
directive to shader preprocessor
2022-08-15 22:06:49 +03:00
Aaron Franke
e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server
2022-08-14 23:30:48 -05:00
Yuri Rubinsky
22df2c527b
Implement coloring for disabled branches in the shader editor
2022-08-14 13:57:26 +03:00
Omar El Sheikh
78881b3cc3
Octahedral Normal/Tangent Compression
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Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
Patrick
2b93f44739
small typo in TextServer, changes bitwise to logical which can be faster in some cases via "short circuiting"
2022-08-13 07:44:41 -06:00
Micky
b62d06fbed
Rename Navigation's neighbor_dist
to neightbor_distance
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NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)
NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`
Also changes their parameters' names.
Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
Hendrik Brucker
e96b1a2c0c
Implement MSAA for 2D [Vulkan only]
2022-08-13 01:09:48 +02:00
clayjohn
7d6287f616
Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again
2022-08-12 16:39:05 -06:00
Yuri Rubinsky
f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs
2022-08-12 21:28:22 +03:00
Yuri Rubinsky
e21aad968d
Add textureQueryLod/Levels
functions to the shader language
2022-08-12 20:44:57 +03:00
Yuri Rubinsky
7822fbc9e2
Add textureProjGrad
function to the shader language
2022-08-12 12:01:37 +03:00
Hugo Locurcio
ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias
2022-08-11 21:41:37 +02:00
clayjohn
7c848ee591
Detect if VRS supported before creating default VRS texture
2022-08-10 13:27:19 -06:00
Hugo Locurcio
b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
...
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
Silc Renew
7331295523
add get_depth() to KinematicCollision3D as same of 2D
2022-08-10 10:33:58 +09:00
MinusKube
be09a87ff9
Fix viewport sorting being wrong on parent/child relation
2022-08-10 01:23:23 +02:00
Rémi Verschelde
29422b60f1
Merge pull request #64146 from smix8/fix_editor_disabled_navigationserver_4.x
2022-08-10 00:03:39 +02:00
clayjohn
028ef2edc8
Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
...
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
smix8
d254f0fa5f
Add NavigationServer2D debug functions
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Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users.
2022-08-09 12:21:45 +02:00
smix8
8bfea7dcb4
Fix Editor Navigation debug edge connection visuals
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Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
2022-08-09 11:59:31 +02:00
Bastiaan Olij
f50f0844e9
Fix resource leaks in VoxelGI
2022-08-09 15:18:03 +10:00
bruvzg
e7464e7a30
Fix macOS and iOS defines in the rendering code.
2022-08-08 17:51:31 +03:00
Rémi Verschelde
afeb7572e3
Merge pull request #64078 from Nosliwnayr/master
2022-08-08 15:38:41 +02:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr
2022-08-08 10:18:32 +02:00
Ryan Heath
9d4e5a466e
Add area monitor callback error checking
2022-08-07 13:47:03 -07:00
Rémi Verschelde
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
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Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker
b8d5f4bdd5
Allow vec2 and vec4 for reflect and refract
2022-08-07 18:03:16 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
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This can be used to make shadows translucent for a specific light.
The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
bitsawer
691e067ef5
Fix shader preprocessor macro expansion
2022-08-05 17:41:24 +03:00
Juan Linietsky
f999f52f0a
Add a Framebuffer cache
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Adds a FramebufferCache singletion that operates the same way as UniformSetCache.
Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:
```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
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`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Rémi Verschelde
52bfae1741
Merge pull request #63918 from akien-mga/no-s3tc-for-mobile
2022-08-04 21:40:45 +02:00
Rémi Verschelde
8a9700c8a7
Force disable S3TC support on Android/iOS since we don't handle it
...
Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
Brian Semrau
103c0fa6e6
Add support for multiple virtual keyboard types
2022-08-04 10:41:33 -04:00
Rémi Verschelde
fdceece7f8
Merge pull request #63899 from bruvzg/hb_510
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HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04 09:12:05 +02:00
bruvzg
2980c0d60c
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04 09:10:16 +03:00
Rémi Verschelde
036258b1e9
Merge pull request #61918 from KoBeWi/static_body
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Add static methods to create RayQueryParameters
2022-08-04 07:37:32 +02:00
Hugo Locurcio
d2271eb300
Improve error message when the requested V-Sync mode cannot be used
2022-08-04 00:15:09 +02:00
Rémi Verschelde
2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates
2022-08-03 11:38:23 +02:00
Rémi Verschelde
b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso
2022-08-03 11:37:28 +02:00
Rémi Verschelde
15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
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Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
Yuri Rubinsky
988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint
2022-08-03 08:05:19 +03:00
Hugo Locurcio
d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
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This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Hugo Locurcio
d38671827b
Fade screen-space reflection towards inner margin
...
- Fade reflection towards inner margin and clip it at screen edges
instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
sharp corners.
Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Marc Gilleron
779a5cd34a
Allow shading language to use switch
statement with uints
2022-08-02 23:08:41 +01:00
Hugo Locurcio
84076513b1
Use global coordinates for particles by default
...
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Rémi Verschelde
f450f242b9
Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width
2022-08-02 21:00:01 +02:00
Patrick Exner
fe5901310e
Add spatial built-ins (camera-pos, object-pos, camera-eye etc.)
2022-08-02 17:30:41 +02:00
bruvzg
4373a0bb86
[TextServer] Add ICU Unicode security and spoofing detection.
2022-08-02 15:37:49 +03:00
Rémi Verschelde
b7346e5025
Merge pull request #53956 from bruvzg/icu_uax_31
2022-08-02 08:54:19 +02:00
bruvzg
5aa48b6ae5
[TextServer] Implement ICU/UAX 31 based is_valid_identifier
function.
2022-08-02 08:30:20 +03:00
Rémi Verschelde
8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
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Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Rémi Verschelde
bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
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Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde
2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
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Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde
8de2cc04a7
Merge pull request #63793 from RandomShaper/fix_unbound_resource
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Fix uniform set creation error due to null RID
2022-08-02 07:10:20 +02:00
Hugo Locurcio
813f6a5d57
Add hint_transparent
to use a transparent black placeholder texture
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This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
Rémi Verschelde
67c5741c03
Merge pull request #63767 from kubecz3k/fix/headless-collision
2022-08-01 22:04:09 +02:00
Pedro J. Estébanez
2df767d31e
Fix uniform set creation error due to null RID
2022-08-01 21:59:13 +02:00
Yuri Rubinsky
9ec6de1767
Merge pull request #63766 from Chaosus/fix_shader_instance_uniform
2022-08-01 15:04:54 +03:00
Yuri Rubinsky
81c44718ca
Fix passing values to the instance uniforms in the shader
2022-08-01 13:45:29 +03:00
Jakub Grzesik
3c55637459
fix for headless collision shape generation
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this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde
121d6fdace
Merge pull request #63754 from BastiaanOlij/storage_struct_private
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Changed storage structs to private
2022-08-01 09:37:36 +02:00
Rémi Verschelde
de53e91b85
Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject
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Tweak default fog settings for better appearance
2022-08-01 07:55:53 +02:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
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Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
Bastiaan Olij
81c6f73109
Changed storage structs to private
2022-08-01 11:59:14 +10:00
Hugo Locurcio
e35e79b802
Tweak default fog settings for better appearance
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- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
2022-08-01 02:04:20 +02:00
clayjohn
0c65ed38a6
Treat specular less than 0.02 as occlusion
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
a0795b4347
Tweak VoxelGI defaults for better quality
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Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
smix8
30c6fff214
Fix Navigation Debug always enabled
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Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
2022-07-31 05:44:39 +02:00
Hugo Locurcio
0e26fee3b7
Make Decal's modulate
property affect emission color as well
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This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.
- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
LinuxUserGD
6e6569aa78
fix 'Comparison result is always the same' warnings
2022-07-29 19:45:22 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
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Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Rémi Verschelde
5352cf8e2f
Merge pull request #46557 from asmaloney/remove-impossible-condition
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Remove impossible condition in RenderingServer::mesh_surface_make_offsets_from_format
2022-07-29 16:56:48 +02:00
Andreas Raddau
dfc6035ce1
Fix vector field particle attractor texture sampling
2022-07-29 16:52:54 +02:00
Juan Linietsky
d4433ae6d3
Remove Signal connect binds
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Pedro J. Estébanez
278950f731
Keep SdfgiDebug shader's push constant size <= 128
2022-07-29 13:25:11 +02:00
Rémi Verschelde
8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x
2022-07-29 12:29:32 +02:00