Commit Graph

412 Commits

Author SHA1 Message Date
clayjohn 154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
Rémi Verschelde d1552fd38c Merge pull request #66734 from jtnicholl/proj_docs
Update several ProjectSettings docs
2022-10-04 16:45:42 +02:00
Hugo Locurcio 1c6c72caf1
Rename `Engine.target_fps` and associated project setting to `max_fps`
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
Jonathan Nicholl f1a930f973 Update several ProjectSettings docs 2022-10-03 11:04:39 -04:00
clayjohn a09bb9037e Use mobile as the default rendering method on mobile when vulkan is supported 2022-09-30 09:57:00 +02:00
Rémi Verschelde 0b06f8b0bd Merge pull request #65816 from bruvzg/proj_settings_missing_flags
Add missing initial window flags and window mode to the project settings.
2022-09-21 18:56:31 +02:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Rémi Verschelde 4ebf7d14ac Merge pull request #66079 from Zylann/project_settings_restart
Expose ProjectSettings.set_restart_if_changed(name, restart)
2022-09-19 15:33:11 +02:00
Marc Gilleron 2a8aeddc93 Expose ProjectSettings.set_restart_if_changed(name, restart) 2022-09-19 13:57:07 +01:00
bruvzg d104a4cdbd
Add missing initial window flags and window mode to the project settings. 2022-09-19 12:30:10 +03:00
Rémi Verschelde d52dfebf75 Merge pull request #65432 from Calinou/doc-volumetric-fog
Improve volumetric fog and FogVolume documentation
2022-09-16 09:20:20 +02:00
Hugo Locurcio ca9ba968d8
Improve volumetric fog and FogVolume documentation 2022-09-15 02:19:22 +02:00
Rémi Verschelde 1513d76cb9 Fix some errors affecting the Web editor
- Don't warn about minimized/maximized modes not being available.
- Blender and FBX export both depend on running thirdparty applications,
  which can't be done (easily at least) for Web and Android editors.
- Editor theme complained about not being able to retrieve texture data
  for an icon. It was only used once so instead of flipping at runtime,
  let's just add a flipped icon.

Part of #65702.
2022-09-12 16:29:45 +02:00
Rémi Verschelde a51dc70dfb Merge pull request #65460 from Faless/net/4.x_ssl_to_tls_more
[Net] Rename "ssl" references to "tls" in methods and members.
2022-09-08 09:20:19 +02:00
Fabio Alessandrelli a95d792420 [Net] Rename "ssl" references to "tls" in methods and members. 2022-09-08 03:24:23 +02:00
smix8 d7f75fab60 Remove / Replace old Navigation Debug Visualization
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-07 18:30:35 +02:00
bruvzg 57829b7cc4
Re-enable per-pixel transparency support on Linux, macOS, and Windows (for Vulkan and OpenGL rendering drivers). 2022-09-03 19:16:03 +03:00
Hugo Locurcio 09ee0b8ae8
Improve documentation related to audio input permissions 2022-09-02 19:22:34 +02:00
Rémi Verschelde 2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
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
Rémi Verschelde 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +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
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +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
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 b1f392c25e Remove VisualScript module for 4.0
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.

The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.

So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).

The current module has been moved to a dedicated repository (with full Git
history extracted with `git filter-branch`):

https://github.com/godotengine/godot-visual-script

It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
2022-08-24 12:08:17 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Hugo Locurcio bedcaac2ba
Improve documentation related to anisotropic filtering 2022-08-22 18:36:11 +02:00
Ignacio Roldán Etcheverry f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Yuri Sizov 7895a66cf2
Merge pull request #64334 from YuriSizov/core-bind-property-revert-methods
Make `property_*_revert` methods multilevel and expose them for scripting
2022-08-19 20:41:41 +03:00
Yuri Sizov 72e25f794c
Merge pull request #55032 from Calinou/tweak-default-window-size
Increase the default project window size for better usability
2022-08-18 23:43:01 +03:00
Clay John 1811a4d784
Merge pull request #64356 from Calinou/editor-hide-dummy-text-driver
Hide Dummy text driver in the Project Settings as it makes editor unusable
2022-08-18 14:38:38 -06:00
Hugo Locurcio e559dcb8f5
Increase the default project window size for better usability
The new default window size is tuned to:

- Have a 16:9 aspect ratio,
- Have both dimensions divisible by 8 to better play along with
  video recording,
- Be displayable correctly in windowed mode on a 1366×768 display
  (tested on Windows 10 with default settings).

This breaks compatibility with projects that didn't change the
window size from the default value (or that kept one of the values
to its default).
2022-08-18 21:22:18 +02:00
Andy Maloney 28e66882e5 [doc] Fix grammar in class docs: amount vs. number
Number is used for things that can be counted (discrete items - think "integer" in this context).

Also fixes a couple of awkward phrases.
2022-08-17 19:51:17 -04:00
Yuri Sizov 980f5f32f4 Make `property_*_revert` methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
Hugo Locurcio f6417a4ead
Hide Dummy text driver in the Project Settings as it makes editor unusable
This also improves documentation related to driver project settings.
2022-08-13 19:05:46 +02:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
Yuri Sizov 29492f9084
Merge pull request #64285 from asmaloney/doc-params-4
[doc] Use "param" instead of "code" to refer to parameters (4)
2022-08-12 15:59:11 +03:00
Andy Maloney 1df86ecea5 [doc] Use "param" instead of "code" to refer to parameters (4) 2022-08-11 13:52:19 -04:00
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
Yuri Sizov c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
RedMser c939f336d6 Only define `keep_screen_on` project setting once 2022-08-06 22:10:24 +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
Hugo Locurcio d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
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
Rémi Verschelde 8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8 c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Hugo Locurcio e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00