Anilforextra
c86db8b710
Remove redundant assignments.
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Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
clayjohn
bccc4cd735
Compute horizon so threshold before transformation
2021-08-20 19:27:52 -07:00
Hendrik Brucker
72e49eadec
Fix ItemList layout (+EditorFileDialog)
2021-08-21 00:22:09 +02:00
PouleyKetchoupp
dafb6edacf
Fix compilation warnings in Shape2DSW/Shape3DSW
2021-08-19 16:19:49 -07:00
jfons
55e7832d7b
Improvements to SpotLight3D and OmniLight3D's shadows
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Yuri Roubinsky
b6af457d25
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-19 09:11:01 +03:00
Rémi Verschelde
f6626a40e5
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
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More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
Rémi Verschelde
2fcf3057fd
Merge pull request #51792 from Chaosus/removed_restart
2021-08-18 19:59:57 +02:00
reduz
700f9d916d
More fixes to mobile renderer
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio
a139e58f8c
Add comments at the top of each built-in shader to ease debugging
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When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz
6027cd0a1d
Fixes to mobile renderer
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* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
PouleyKetchoupp
d034c1b0fa
One-directional layer check for Area vs. RigidBody/SoftBody/Area
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Same thing that was already done for rigid body and character body
collision detection.
2021-08-17 09:32:00 -07:00
TechnoPorg
b097e7f510
Vulkan: Fix CanvasItem::use_parent_material
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The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky
c1cd0fe6d1
Removed `RESTART` built-in from `start` particle shader function
2021-08-17 15:13:16 +03:00
Yuri Roubinsky
06add309d7
Fix incorrect uniform buffer size for particles
2021-08-17 13:33:28 +03:00
LoipesMas
4e6e25eae7
Epsilon check for angular velocity in Body3DSW
2021-08-16 20:05:48 +02:00
Juan Linietsky
d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
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More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Rémi Verschelde
43440228db
Merge pull request #51645 from fabriceci/improve-physics-api
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API improvement on the physics (CharacterBody and related classes)
2021-08-16 17:05:08 +02:00
Rémi Verschelde
7013199fb1
Merge pull request #50785 from jeffrey-cochran/softbody-areas
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Updated softbody handling to allow for area/softbody collision detection and application of area gravity
2021-08-16 16:32:04 +02:00
Yuri Roubinsky
9de779344c
Makes a clear error message if shader compilation failed
2021-08-16 11:25:20 +03:00
Jeffrey Cochran
14640fb6c5
Enabled softbody-area collision (intersection) and enabled area-specific gravity for soft bodies.
2021-08-15 23:01:33 -04:00
Bastiaan Olij
c7847b3f6d
Moved disabling bokeh shader variants to before the version_create call
2021-08-16 12:18:27 +10:00
fabriceci
d776b6c154
API improvement on physics, mainly CharacterBody
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Changes:
- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
- get_floor_angle on CharacterBody to get the floor angle.
- get_angle on KinematicCollision to get the collision angle.
- get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15 12:53:29 +02:00
Bastiaan Olij
4002650cb9
Fix read from screen and depth texture
2021-08-15 13:14:19 +10:00
Rémi Verschelde
4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
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Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
Hugo Locurcio
8e3f71d750
Rename LineShape2D to WorldMarginShape2D
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The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
reduz
cfac8972e1
More optimizations on the mobile renderer.
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* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.
This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
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Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Rémi Verschelde
1833c8b233
Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol
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Use the Unicode multiplication symbol where relevant
2021-08-13 14:27:48 +02:00
bruvzg
8f70232a15
Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs.
2021-08-13 12:32:01 +03:00
Yuri Roubinsky
eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
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Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky
fa96c98bdf
Fix shader crash when using local var with the same name as varying
2021-08-13 09:20:16 +03:00
Bastiaan Olij
07fd559478
Implemented raster versions of bokeh shaders to replace broken gaussian implementation
2021-08-13 10:20:14 +10:00
Rémi Verschelde
a98589a449
Merge pull request #51581 from bruvzg/camera_feed_port
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Port camera feed to the new RenderingServer API.
2021-08-12 23:28:10 +02:00
Hugo Locurcio
7612cff432
Use the Unicode multiplication symbol where relevant
2021-08-12 21:45:33 +02:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
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Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Rémi Verschelde
71873057bc
Merge pull request #51536 from Calinou/nearest-mipmap-use-nearest-for-minification
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Use nearest mipmaps for both minification and magnification
2021-08-12 20:21:18 +02:00
bruvzg
de30dfe6a5
Port camera feed to the new RenderingServer API.
2021-08-12 20:46:19 +03:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles
2021-08-12 11:35:31 -05:00
Hugo Locurcio
fd29432aab
Use nearest mipmaps for both minification and magnification
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This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Rémi Verschelde
c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
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Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp
989acbbe81
Uniformize layer names, script methods and documentation
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde
b63af73435
Merge pull request #51391 from Chaosus/shader_param_names
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Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
Yuri Roubinsky
fb37846b00
Added parameter names to shader built-in function autocompletion
2021-08-12 11:19:53 +03:00
Yuri Roubinsky
63c7d5c330
Removes an internal error report if shader fails compile
2021-08-12 10:18:18 +03:00
Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
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Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
Rémi Verschelde
c3041ffe98
Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearance
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Fix CPUParticles2D disappearance after amount change
2021-08-12 08:12:22 +02:00
floppyhammer
37230dbb1f
Fix CPUParticles2D disappearance after amount change
2021-08-12 10:53:37 +08:00
Hugo Locurcio
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
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The project setting wasn't being used anywhere.
This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
PouleyKetchoupp
f9176a39ce
Make radius & height in CapsuleShape3D independent
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Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
Rémi Verschelde
e30be92ce8
Merge pull request #41634 from KoBeWi/the_independence
2021-08-11 18:16:24 +02:00
Tomasz Chabora
f12f5b36b5
Make radius & height in CapsuleShape2D independent
2021-08-11 17:34:27 +02:00
Hugo Locurcio
d364ff2087
Decrease the default depth of field bokeh quality
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This makes depth of field perform better out of the box, with little
visual difference.
2021-08-11 16:59:22 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
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Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
Yuri Roubinsky
efc6b29601
Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline
2021-08-11 14:46:04 +03:00
Yuri Roubinsky
2fb5231bbc
Break futher shader compilation after missing `;` after`shader_type`
2021-08-11 12:37:59 +03:00
Yuri Roubinsky
0f42a29864
Allow using more assignment operators on matrixes in shaders
2021-08-11 11:51:39 +03:00
Yuri Roubinsky
a902f76063
Merge pull request #51494 from Chaosus/shader_fix_varying_crashes
2021-08-11 11:23:10 +03:00
Yuri Roubinsky
fead1595f9
Fix shader crash when using varying array in fragment->light context
2021-08-11 09:44:00 +03:00
Rémi Verschelde
7d43da928f
Merge pull request #51490 from nekomatata/clean-character-body
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Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
Rémi Verschelde
2c88e1c15d
Merge pull request #51178 from Geometror/layout-options-textline-textparagraph
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Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 07:51:57 +02:00
clayjohn
a7c3e0dcd6
Use f0 instead of albedo in blinn and phong
2021-08-10 21:54:24 -07:00
reduz
ca117910da
Fixes and optimizations to mobile renderer
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* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Hendrik Brucker
403f4902d0
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 00:09:48 +02:00
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
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[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
PouleyKetchoupp
4da3a87f7d
Remove infinite inertia and ray shapes from CharacterBody
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Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
Rémi Verschelde
46beaacec3
Merge pull request #51017 from vnen/extension-fixes
2021-08-10 16:42:31 +02:00
Rémi Verschelde
50d5569ad4
Merge pull request #51457 from nekomatata/moving-platforms-3d
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Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
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Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
8b960a2d2b
Merge pull request #51467 from Chaosus/fix_aa
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Fix incorrect border width of antialiased lines
2021-08-10 10:52:11 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
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Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
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Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
Yuri Roubinsky
59c137a99b
Fix incorrect border width of antialiased lines
2021-08-10 09:08:02 +03:00
PouleyKetchoupp
ec9fed69f4
Fix 3D moving platform logic
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Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 20:21:04 -07:00
clayjohn
fa962ff27d
Make Blinn and Phong specular modes PBR
2021-08-09 20:09:00 -07:00
Aaron Franke
430ad75963
Some work on double support
2021-08-09 17:43:48 -05:00
Rémi Verschelde
2de5d2361a
Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
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Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:44 +02:00
PouleyKetchoupp
5650c83e4b
Fix applied rotation from moving platforms in move_and_slide
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When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
Aaron Franke
84f720966c
Use doubles for time in many other places
2021-08-09 14:05:42 -05:00
Rémi Verschelde
9d9161c719
Merge pull request #49753 from aaronfranke/render-server-floats
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Handle both 32-bit and 64-bit floats for tangents and weights in RenderingServer
2021-08-09 21:02:01 +02:00
Hugo Locurcio
57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
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Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
Rémi Verschelde
0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
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Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Rémi Verschelde
85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
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Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
clayjohn
7bdea93497
Add horizon specular occlusion
2021-08-08 19:43:48 -07:00
bruvzg
7c3c5603d0
[Text Server] Improve object (image/table) inline alignment.
2021-08-08 22:35:47 +03:00
Nathan Franke
051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile
2021-08-07 16:40:50 -05:00
Yuri Roubinsky
f860ee3091
Merge pull request #51356 from Chaosus/shader_dialog
2021-08-07 21:49:23 +03:00
Yuri Roubinsky
5e5cd2495d
Added editor dialog for easily creating shaders.
2021-08-07 21:02:13 +03:00
Michael Alexsander
4bef900399
Invert how `global_rate_scale` value works, and rename it to `playback_speed_scale`
2021-08-07 12:32:42 -03:00
lawnjelly
dd0f54a368
Fix Transform::xform(Plane) functions
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The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-08-07 11:10:50 +01:00
Rémi Verschelde
da339f8ffc
Merge pull request #51309 from Chaosus/fix_uniform_error_spam
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Fix incorrect checking of uniform set to prevent error spam
2021-08-06 17:15:03 +02:00
Rémi Verschelde
ed15d2c413
Merge pull request #49924 from BastiaanOlij/mobile_render_subpass
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Use subpasses to do 3D rendering and resolve in mobile renderer
2021-08-06 17:00:00 +02:00
Bastiaan Olij
b920bf05a4
Use subpasses to do 3D rendering and resolve in mobile renderer
2021-08-06 23:43:26 +10:00
Yuri Roubinsky
47a6bb2f28
Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)
2021-08-06 16:01:58 +03:00
Rémi Verschelde
d4e7a1af44
Merge pull request #51082 from ellenhp/fix_cubic_resampling
2021-08-06 11:27:13 +02:00
Yuri Roubinsky
ac4406cfbe
Fix incorrect checking of uniform set to prevent error spam
2021-08-06 12:20:12 +03:00
George Marques
97947bc063
Fix a few default parameters in bindings
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They have the wrong type and cause issues with extensions.
2021-08-05 14:57:29 -03:00
Aaron Franke
93b5606e6c
Handle 32-bit and 64-bit floats for tangents/weights in RenderingServer
2021-08-01 18:32:50 -05:00
Rémi Verschelde
dbd1a90bd4
Merge pull request #50942 from BastiaanOlij/cubemap_raster
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Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01 21:52:24 +02:00
Aaron Franke
9f3ae0adcd
Move code for looking_at to Basis
2021-08-01 12:49:02 -05:00
Bastiaan Olij
c76426527b
Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01 21:22:38 +10:00
Rémi Verschelde
6acbcf7a86
Merge pull request #50625 from nekomatata/body-one-direction-layers
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One-directional collision layer check for rigid bodies and soft bodies
2021-07-31 22:12:46 +02:00
clayjohn
b020ca32b2
Move assignment of SSAO radius push constant
2021-07-31 12:31:14 -07:00
Rafał Mikrut
e8877806ec
Fix 'Attempted to remove invalid ID' errors
2021-07-31 15:30:31 +02:00
Ellen Poe
2d450c6f61
Fix Godot's cubic resampling algorithm
2021-07-30 13:20:25 -07:00
Hugo Locurcio
d2b65c69e9
Expose Vulkan's clustered and mobile backends in the project manager
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Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
2021-07-30 19:36:17 +02:00
Ellen Poe
57ccfab5fb
Revert "Implement a new resampling algorithm in AudioStreamPlaybackResampled"
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This reverts commit b2264cb48b
.
2021-07-30 08:07:48 -07:00
reduz
55d357b1eb
Fix directional shadow bias
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* Simplified code a lot, bias based on normalized cascade size.
* Lets scale cascades, max distance, etc. without creating acne.
* Fixed normal biasing in directional shadows.
I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there.
Will need to be replaced by something else.
2021-07-29 13:51:32 -03:00
Hugo Locurcio
e6a544c169
Merge pull request #50891 from Vitika9/50852
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Removed redundant assignment of `blur_pipeline`
2021-07-26 21:43:38 +02:00
Rémi Verschelde
fef27e9b5b
Merge pull request #50895 from Chaosus/fix_shader_crash
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Fix editor crash if passing index as variable to function parameter
2021-07-26 17:38:14 +02:00
Rémi Verschelde
8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
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Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
Yuri Roubinsky
c082982a47
Fix editor crash if passing index as variable to function parameter
2021-07-26 17:42:52 +03:00
vitika9
1c63866996
Fixed coding style
2021-07-26 20:12:16 +05:30
Rémi Verschelde
64dc58bfba
Merge pull request #50884 from Chaosus/fix_shader_crash
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Prevents shader crashing if varying assigned incorrectly by using compound assignment operators (*=, += etc.)
2021-07-26 15:39:59 +02:00
Nicholas Huelin
7f908cf40f
Fix expression in `cluster_builder_rd.h`
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This expression should now work as intended.
2021-07-26 08:19:53 -04:00
Yuri Roubinsky
b47b3a9957
Prevents shader crashing if varying assigned incorrectly
2021-07-26 14:47:14 +03:00
reduz
cf3f404d31
Implement Binary Shader Compilation
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* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Yuri Roubinsky
3013324a4e
Fix compilation of `shader_language.cpp`
2021-07-26 13:44:21 +03:00
Rémi Verschelde
a8fcfbf029
Merge pull request #50729 from Chaosus/shader_varying_enchancements2
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Allow using vertex-stage varying in both `fragment` and `light` functions
2021-07-26 12:17:49 +02:00
Rémi Verschelde
9b9e09f675
Merge pull request #50728 from Chaosus/shader_varying_enchancements
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Allow using vertex varying in custom functions under any circumstances
2021-07-26 12:17:40 +02:00
Rémi Verschelde
7341dd5afa
Merge pull request #50856 from SirQuartz/patch-32
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Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h`
2021-07-26 08:47:33 +02:00
Nicholas Huelin
a1a392045d
Fix always true expression in `cluster_builder_rd.h`
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This pull request fixes an issue where an expression would always evaluate to `true` no matter what.
2021-07-25 11:53:04 -04:00
luz paz
5cf3bed0c8
Fix various typos
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Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 07:18:25 -04:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references
2021-07-25 12:52:58 +02:00
Rémi Verschelde
2f221e5fd5
Merge pull request #50250 from luzpaz/typos
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Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators
2021-07-25 12:22:25 +02:00
Rémi Verschelde
2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment
2021-07-25 11:58:11 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
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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,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Bastiaan Olij
1f69582835
Use fragment shader instead of compute shader for effects for mobile renderer
2021-07-25 13:58:21 +10:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
bruvzg
618eb27e8b
Move `alert` function from `DisplayServer` to `OS`.
2021-07-22 21:50:35 +03:00
Yuri Roubinsky
17b462cc5f
Allow using vertex-stage varying in both `fragment` and `light`
2021-07-22 11:55:14 +03:00
Yuri Roubinsky
94a7b04a01
Allow using vertex varying in custom functions under any circumstances
2021-07-22 11:27:13 +03:00
Yuri Roubinsky
39c06604cd
Forbid varyings from assigning in custom functions to prevent crashes
2021-07-21 14:12:54 +03:00
Rémi Verschelde
71f8253579
Merge pull request #50489 from Chaosus/shader_varying
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Prevent error if varying assigned but not used (push warning instead)
2021-07-21 13:05:08 +02:00
Rémi Verschelde
2273f13fbe
Merge pull request #50686 from Calinou/use-standard-inf-nan-constants
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Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21 11:50:26 +02:00
Hugo Locurcio
4bd5e4fd9b
Use the standard C `INFINITY` and `NAN` constants directly
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The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
2021-07-21 10:41:08 +02:00
Aaron Franke
78b0a7da03
Use is_equal_approx in more places
2021-07-21 00:32:37 -04:00
Rémi Verschelde
fa56989818
Merge pull request #50537 from Calinou/improve-shader-error-output-2
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Add error marking to the shader error console output
2021-07-20 11:00:17 +02:00
Rémi Verschelde
394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
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Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
Rémi Verschelde
1ba87f0c82
Merge pull request #50618 from reduz/implement-more-specialization-constants
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Implement more rendering options as specialization constants
2021-07-20 08:54:21 +02:00
reduz
9293bc3935
Implement more rendering options as specialization constants
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* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.
These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19 21:51:29 -03:00
PouleyKetchoupp
940838c174
One-directional collision layer check for rigid bodies and soft bodies
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Check for each body individually if it collides with the other one or
ignores it.
When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
2021-07-19 17:24:04 -07:00
Rémi Verschelde
db010bd71d
Merge pull request #50604 from aaronfranke/float-array-cast
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Explicitly cast real_t to float when creating a float array
2021-07-19 22:47:57 +02:00
Marcel Admiraal
b8fe576355
Ensure KinematicBodies only interact with other Bodies with matching mask.
2021-07-19 17:03:43 +01:00
Rémi Verschelde
855c7c7414
Merge pull request #50566 from reduz/optimize-stringname-usage
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Optimize StringName usage
2021-07-19 15:20:25 +02:00
Hugo Locurcio
abc38b8d66
Use C++11 raw literals for shader code to improve readability
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In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
Aaron Franke
09f0596eb2
Explicitly cast to float when creating a float array
2021-07-19 01:21:22 -04:00
reduz
6631f66c2a
Optimize StringName usage
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hugo Locurcio
9fc2849a57
Add error marking to the shader error console output
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This makes it possible to see where the shader error is without
having to look at the trace printed below the source code.
2021-07-17 03:05:11 +02:00
reduz
76e25438c9
Fixes to forward mobile
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* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15 21:05:58 -03:00
Yuri Roubinsky
14d5b47a27
Prevent error if varying assigned but not used (push warning instead)
2021-07-15 18:07:19 +03:00
Rémi Verschelde
64fb4fac89
Merge pull request #49996 from Chaosus/shader_localvar_warning
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Added a shader warning about unused local variable
2021-07-15 16:19:22 +02:00
Juan Linietsky
3f12765a7e
Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format
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Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-15 10:16:39 -03:00
fabriceci
cee814e4df
Fixing 2D moving platform logic
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Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:54:43 +02:00
Yuri Roubinsky
d6dc77aa36
Removes lines about window size from the console output
2021-07-14 20:58:53 +03:00
Yuri Sizov
0f78e36e1c
Check if there are new docs missing on CI
2021-07-14 14:21:03 +03:00
Rémi Verschelde
96a69899d0
Merge pull request #50255 from Calinou/physicsserver3d-add-set-iterations
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Add a method to set the number of physics solver iterations in 3D
2021-07-14 07:56:24 +02:00
Rémi Verschelde
bc6ea71771
Merge pull request #50063 from nekomatata/more-accurate-move-and-slide
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Make move_and_slide collision detection more accurate
2021-07-13 20:41:09 +02:00
Juan Linietsky
e2a2138d2b
Merge pull request #50402 from reduz/use-specialization-constants
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Use specialization constants in clustered renderer
2021-07-13 14:15:42 -03:00
Rémi Verschelde
4e4bcbc986
Merge pull request #47604 from christinoleo/master
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Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor
2021-07-13 19:09:11 +02:00
Rémi Verschelde
8747f25653
Merge pull request #50381 from reduz/implement-disable-classes
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Implement the ability to disable classes
2021-07-13 15:31:38 +02:00
Leonardo Christino
8b91828e4f
Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor
2021-07-13 10:03:26 -03:00
reduz
5ad4f26659
Implement the ability to disable classes
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Rémi Verschelde
aab6dc301c
Merge pull request #50086 from Geometror/label-improve-layout-options
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Improvements to Label's layout options
2021-07-13 13:10:42 +02:00
Bastiaan Olij
8a29208fc4
Use 32bit instead of 64bit 3D render buffer on mobile
2021-07-13 10:26:28 +10:00
reduz
ad9f606ed8
Use specialization constants in clustered renderer
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* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
2021-07-12 20:33:52 -03:00
Rémi Verschelde
b218c6785e
Merge pull request #50194 from BastiaanOlij/fix_multiple_reflection_probes
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Fix indexing of multiple reflection probes
2021-07-12 19:22:47 +02:00
TaskManagerCZ
e3be0913d7
Explicit error message when setting active a Viewport that is already active.
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-12 13:27:45 +02:00
Hendrik Brucker
74ab336fe3
Change VSync mode project setting enum type from string to integer
2021-07-12 03:35:51 +02:00
reduz
b2f6db7aa8
Implement Specialization Constants
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* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
2021-07-11 23:16:09 +02:00
Hugo Locurcio
f0a145bbf5
Add a method to set the number of physics solver iterations in 3D
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This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
2021-07-10 16:28:34 +02:00
Hugo Locurcio
a2d5f191d8
Merge pull request #48622 from Geometror/reimplement-disableable-vsync
2021-07-10 01:02:23 +02:00
reduz
83addd6ee5
Fix material invalidation on reimport.
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* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
2021-07-07 19:55:20 -03:00
reduz
24efb13f7e
Fix threaded update for textures
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* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07 18:06:06 -03:00
Rémi Verschelde
48a5226829
Merge pull request #50193 from reduz/fix-command-queue-crash
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Fix Command Queue Crash
2021-07-07 16:36:13 +02:00
reduz
d41e3f9aeb
Fix Command Queue Crash
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* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
2021-07-07 10:57:56 -03:00
Rémi Verschelde
29e59798c1
Merge pull request #50240 from nekomatata/fix-backface-collision-disabled
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Fix concave collision with backface collision disabled
2021-07-07 08:31:15 +02:00
PouleyKetchoupp
72087b8158
Fix concave collision with backface collision disabled
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Disabled backface collision is only applied on face separation axes,
because applying it also on edges and vertices was causing some contacts
to be wrongly disabled and contact points to be off.
2021-07-06 18:53:29 -07:00
reduz
c43f624d44
Unify material parameter update
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* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
2021-07-06 18:57:38 -03:00
Hugo Locurcio
7f845d913a
Fix warning message spam when a VoxelGI node is selected in the editor
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
2021-07-06 23:02:59 +02:00
Hendrik Brucker
043ae91560
Restructure and reimplement vsync options
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
Bastiaan Olij
b3612351a8
Fix indexing of multiple reflection probes
2021-07-06 13:00:33 +10:00
reduz
7f6027927a
Fix Subsurface Scattering
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
2021-07-05 17:17:45 -03:00
PouleyKetchoupp
ccac36a6e2
Remove unused PhysicsShapeQueryResult3D & PhysicsShapeQueryResult2D
2021-07-05 11:16:11 -07:00
Daniel Doran
82bb8f1531
Fix transparency sorting
2021-07-05 03:19:42 -06:00
Hendrik Brucker
56a8d3f30c
Improvements to Label's layout options
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- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
2021-07-04 16:43:55 +02:00
Rémi Verschelde
5c3055e0fe
Merge pull request #50137 from reduz/fix-boot-splash
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Fix Boot Splash
2021-07-04 09:40:36 +02:00
Rémi Verschelde
67c08e27a5
Merge pull request #50138 from Calinou/debug-overdraw-lower-opacity
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Decrease opacity of the overdraw debug draw mode
2021-07-04 09:39:36 +02:00
Rémi Verschelde
8838e3d3d4
Merge pull request #50144 from reduz/fix-ssr
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Fix SSR
2021-07-04 09:20:22 +02:00
reduz
0e366dc7ac
Fix SSR
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* Was broken at some point long time ago, this restores it.
2021-07-03 23:32:34 -03:00
reduz
ab3314e955
Fix SDFGI
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* Broken by 7513b73902
, fixes #49631
2021-07-03 21:24:37 -03:00
Hugo Locurcio
27aa8dc68e
Decrease opacity of the overdraw debug draw mode
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This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:19:14 +02:00
reduz
6e1c5e346a
Fix Boot Splash
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* Implements the code to show the boot splash on load using RenderingDevice
* Does not work on X11 when maximized, some platform specific hack will be needed there.
2021-07-03 18:09:19 -03:00
reduz
fe17a6c907
Fix render debug modes.
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* Ovedraw debug works again
* Lighting debug works again
2021-07-03 14:50:36 -03:00
reduz
6c55d2aad2
Fix Render Info
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
Bastiaan Olij
e86aeb85ce
Properly override virtual functions in render_scene_render_rd and subclasses
2021-07-03 20:32:40 +10:00
Rémi Verschelde
b9b128cb1d
Merge pull request #50102 from nekomatata/expose-body-test-motion-3d
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Expose body_test_motion in 3D physics server
2021-07-03 09:29:46 +02:00
PouleyKetchoupp
62e577267f
Expose body_test_motion in 3D physics server
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Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.
Also cleaned a few things in the 2D version.
2021-07-02 18:03:44 -07:00
Hugo Locurcio
5370f4876e
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
2021-07-02 20:32:43 +02:00