kobewi
09b30be86d
Add vararg call() method to C++ Callable
2023-10-05 11:35:29 +02:00
Rémi Verschelde
829d9bb6ba
Merge pull request #82451 from DarioSamo/mesh-storage-vertex-array-taa-fix
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Fix mismatch between surface vertex array generation inside the function and the caller.
2023-10-05 10:08:34 +02:00
Rémi Verschelde
c255acebe8
Merge pull request #81607 from Rindbee/fix-UPDATE_WHEN_VISIBLE-not-work-in-exported-project
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Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
2023-10-05 10:07:16 +02:00
Rémi Verschelde
ccbb91137f
Merge pull request #82766 from BastiaanOlij/fix_debanding_issue
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Forgot to add debanding to config object
2023-10-04 15:45:39 +02:00
Rémi Verschelde
03ff9fedb6
Merge pull request #82101 from bruvzg/x11_gles
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[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 15:35:05 +02:00
Rémi Verschelde
5680d729f2
Merge pull request #80939 from RandomShaper/fix_onion
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Revive onion skinning
2023-10-04 15:33:25 +02:00
bruvzg
af00c4a54a
[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 14:15:36 +03:00
Bastiaan Olij
480fe5767e
Forgot to add debanding to config object
2023-10-04 16:24:09 +11:00
Rémi Verschelde
24c166dfe2
Merge pull request #81619 from Chaosus/fix_shader_const
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Re-allows constants in global space to be initialized with function call
2023-10-03 17:20:23 +02:00
Pedro J. Estébanez
77d8372285
Fix drawing of viewports without swapping buffers
2023-10-03 13:51:47 +02:00
Dario
1e2c28b7fe
Use internal texture at internal resolution for calculating luminance.
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Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
2023-09-29 13:41:40 -03:00
Yuri Sizov
7ae0fa1083
Merge pull request #77496 from clayjohn/GLES3-shadows
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Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
clayjohn
cb7200b028
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 09:39:26 +02:00
Yuri Sizov
3c8465c240
Merge pull request #82445 from RandomShaper/fix_fsr2_little_thing
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Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 19:08:08 +02:00
Yuri Sizov
54c7a26a3b
Merge pull request #81356 from pkdawson/rd-compat
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Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 19:07:55 +02:00
Dario
c3d1b52254
Fix mismatch between surface vertex array generation inside the function and the caller.
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Fixes #82446 .
2023-09-27 14:02:48 -03:00
Patrick Dawson
d80dc0ff58
Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 10:22:03 -04:00
Pedro J. Estébanez
f84c3d4477
Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 16:07:41 +02:00
Rémi Verschelde
92ac0e54fe
Merge pull request #82353 from RPicster/optimizing-glow
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Optimizing glow behaviour
2023-09-26 16:36:53 +02:00
Rémi Verschelde
2c8c7b95aa
Merge pull request #82313 from AThousandShips/null_check_servers
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[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-26 13:45:31 +02:00
Raffaele Picca
de42258154
Optimizing glow behaviour
2023-09-26 11:56:28 +02:00
Rémi Verschelde
e25408df4b
Merge pull request #81381 from bitsawer/fix_shader_include_markers
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Fix shader language preprocessor include marker handling
2023-09-26 08:19:40 +02:00
A Thousand Ships
fdd3d36c6d
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-25 18:45:30 +02:00
Dario
057367bf4f
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
Rémi Verschelde
64cde8ae8b
Merge pull request #82168 from Supreeeme/ext-fix
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Expose `texture_create_from_extension` to GDExtension
2023-09-24 23:34:06 +02:00
Rémi Verschelde
8788b20ea0
Merge pull request #81775 from darksylinc/matias-taa-msaa
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Fix massive validation errors when enabling TAA + MSAA
2023-09-24 23:32:31 +02:00
Shawn Wallace
b12ed82c04
Expose texture_create_from_extension to GDExtension
2023-09-23 16:57:12 -04:00
Rémi Verschelde
525c72ec6d
Merge pull request #81350 from DarioSamo/mipmap-bias
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Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
2023-09-22 22:04:22 +02:00
bruvzg
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
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Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
bitsawer
dda8846dea
Fix LightmapGI shading sometimes being unlit or black
2023-09-20 01:41:32 +03:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
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Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
Matias N. Goldberg
4de0ed4adf
Fix massive validation errors when enabling TAA + MSAA
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TAA + MSAA would make Godot request unnecessary flags for an MSAA
velocity texture. flags that were not even actually needed.
This was causing:
1. Unsupported GPUs to fail completely (e.g. Intel Arc 770)
2. Wrong codepaths to be followed (causing validation errors, possibly
crashes or glitches)
3. Unnecessary performance impact in all GPUs.
See
https://github.com/godotengine/godot/issues/71929#issuecomment-1722274359
2023-09-16 19:31:04 -03:00
Yuri Roubinski
d3d20f15bf
Re-allows constants in global space to be initialized with function call
2023-09-13 21:04:29 +03:00
风青山
59d0fdbacc
Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
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The issue is primarily due to `RSG::texture_storage->render_target_was_used()`
returning inconsistent results in the editor and exported projects.
2023-09-13 16:02:10 +08:00
Rémi Verschelde
3815b2f98e
Merge pull request #81315 from conorlawton/z-billboard-y-velocity-no-scale
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Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale
2023-09-08 23:14:27 +02:00
Conor Lawton
9ecafcc491
Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale
2023-09-08 20:01:57 +01:00
Rémi Verschelde
7663c69922
Merge pull request #81388 from YuriSizov/core-gdvirtual-but-less-confused-about-itself
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Extract `ScriptInstance` into its own file to simplify includes
2023-09-07 13:53:45 +02:00
Rémi Verschelde
698df41dac
Merge pull request #81333 from dalexeev/fix-rd-pcbs-attachments-setter
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Fix `RDPipelineColorBlendState.attachments` setter
2023-09-07 13:52:33 +02:00
Yuri Sizov
d8ff69d53c
Extract ScriptInstance to simplify includes
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This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.
This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
2023-09-06 22:54:38 +02:00
Dario
9b91750fb1
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
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Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
2023-09-06 11:24:19 -03:00
bitsawer
3c042fb99f
Fix shader language preprocessor include marker handling
2023-09-06 16:57:40 +03:00
Yuri Sizov
c5562d1058
Merge pull request #81288 from darksylinc/matias-index16
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Use 16-bit index buffers instead of 32 when unnecessary
2023-09-06 14:49:20 +02:00
Milan Gruner
45a33cc749
Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog
2023-09-05 18:15:02 +02:00
Danil Alexeev
f2f0375e10
Fix `RDPipelineColorBlendState.attachments` setter
2023-09-05 15:29:56 +03:00
Rémi Verschelde
dd4fae6162
Merge pull request #74809 from Chaosus/completion_color_xyzw
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Add coloring for completion of vector components
2023-09-04 09:06:57 +02:00
Matias N. Goldberg
53837adc00
Use 16-bit index buffers instead of 32 when unnecessary
2023-09-03 19:59:10 -03:00
Rémi Verschelde
aa9f3583e8
Merge pull request #80933 from ChibiDenDen/clear_color_mobile_fix
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Fix clear color on mobile renderer
2023-08-31 08:53:41 +02:00
Yuri Rubinsky
35802374ac
Add coloring for completion of vector components
2023-08-30 21:13:25 +03:00
Patrick
c98ab5aba3
Add option to use world coordinates in canvas item shader
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By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
ChibiDenDen
df25e87842
fix clear color on mobile renderer
2023-08-30 00:57:59 +03:00