Mark Riedesel
61ab63a4be
fix potential memory leak of AudioStreamPlaybackBusDetails in AudioServer::start_playback_stream()
2021-10-18 10:47:11 -04:00
ConteZero
838c9d37b4
Added primary clipboard for Linux
2021-10-18 14:01:06 +02:00
bruvzg
7c4fbc31a6
[TextServer] Use round
instead of floor
for hex code box size calculation to better match font size.
2021-10-18 11:02:49 +03:00
Bastiaan Olij
5d1ea92daf
Rework XR positional trackers
2021-10-17 12:12:20 +11:00
mennomax
b4eeeb315a
Swap args of Plane(point, normal) constructor
...
Now (normal, point)
2021-10-15 20:49:42 -05:00
Rémi Verschelde
5a276443bd
Merge pull request #53815 from Chaosus/fix_wireframe_render_mode
2021-10-15 16:19:36 +02:00
Yuri Roubinsky
31ad85881d
Fix wireframe
render mode
2021-10-15 06:53:52 +03:00
Brian Semrau
e9f1b0a0b2
Remove incorrect fog height density remapping
2021-10-14 16:09:45 -04:00
Brian Semrau
4fefd7cddd
Fix several issues with directional shadows
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- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Gilles Roudière
0587e5e018
Implement toast notifications in the editor
2021-10-14 13:30:54 +02:00
Brian Semrau
a62e240260
Fix the height fog effect
2021-10-14 04:08:39 -04:00
Yuri Roubinsky
e9b7ffd1fa
Added few more built-ins to shader language
2021-10-13 20:27:36 +03:00
Rémi Verschelde
88463c3eee
Merge pull request #53712 from CakHuri/nullptr
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Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
M. Huri
033dc4dbef
Replaced NULL with nullptr
2021-10-12 20:20:19 +07:00
Aaron Franke
7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type"
2021-10-12 00:17:27 -05:00
Yuri Roubinsky
db2ee03fff
Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func
2021-10-11 13:35:53 +03:00
Rémi Verschelde
b47580a7a4
Merge pull request #53641 from DeeJayLSP/audio_pitch_fix
2021-10-11 09:22:49 +02:00
Douglas Leão
39a90751dc
Allow AudioStreamPlayer(2D) to provide pitch_scale
on playback
2021-10-10 18:52:29 -03:00
Rémi Verschelde
09b0293fad
Merge pull request #53066 from Chaosus/shader_funcs
2021-10-10 21:37:07 +02:00
Joan Fons
8ab7ca4b32
Fix auto LOD generation for blendshapes.
2021-10-09 20:31:28 +02:00
Rémi Verschelde
5ae569560d
Fix missing argument names in bindings
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While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Hugo Locurcio
73c6e19acc
Allow any floating-point value as a 3D rendering scale option
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This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
2021-10-08 18:22:10 +02:00
Rémi Verschelde
96767c18f8
Merge pull request #53527 from Chaosus/shader_array
2021-10-08 12:37:05 +02:00
Yuri Roubinsky
b1ac3e256f
Allow declare the shader arrays with a size defined before identifier
2021-10-08 10:28:31 +03:00
Rémi Verschelde
a6c4de49e1
Merge pull request #53523 from Calinou/remove-occlusion-color
2021-10-07 22:26:10 +02:00
Hugo Locurcio
265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color
property
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This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Hugo Locurcio
bcf4a56c74
Replace references to VisualServer in code comments with RenderingServer
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VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
Yuri Roubinsky
e707391fb8
Fix shader crash when passing array to index expression
2021-10-07 10:48:32 +03:00
Yuri Roubinsky
410cab4c61
Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms
2021-10-07 10:00:12 +03:00
Rémi Verschelde
149e10da1c
Merge pull request #53504 from clayjohn/VULKAN-sky-bug
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Remove bogus sky error check
2021-10-07 08:09:01 +02:00
Rémi Verschelde
3f94a5ebe7
Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius
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Move assignment of SSAO radius push constant
2021-10-07 08:04:17 +02:00
clayjohn
23dc490f40
Remove bogus sky error check
2021-10-06 22:04:56 -07:00
Yuri Roubinsky
b5028da5c0
Fix regression which prevents using texture array uniforms
2021-10-06 22:31:07 +03:00
Yuri Roubinsky
be6f36a66d
Add missing shader built-ins
2021-10-05 20:50:26 +03:00
Rémi Verschelde
08eee3a669
Merge pull request #53425 from Chaosus/shader_fix
2021-10-05 13:06:32 +02:00
Yuri Roubinsky
7c07ae4c50
Fix shader crash when passing array.length to functions
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and similar cases
2021-10-05 12:49:59 +03:00
Rémi Verschelde
6637207c70
Merge pull request #53420 from nekomatata/fix-tilemap-moving-platform
2021-10-05 10:50:56 +02:00
Yuri Roubinsky
0e1f4628f4
Merge pull request #53412 from Chaosus/shader_fix_uniform_arrays
2021-10-05 06:56:58 +03:00
Camille Mohr-Daurat
4778770d3c
Merge pull request #53365 from danger-dan/wakeup_fix
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Use wakeup() function to wake sleeping bodies on impulse, force and velocities. Fix for PR #52967
2021-10-04 18:03:35 -07:00
Daniel
243f235300
Changed from directly waking bodies to using the wakeup() functions in direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967
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added wakeup to 2d direct body
2021-10-05 13:17:05 +13:00
Yuri Roubinsky
69ece73653
Fix syntax parsing error of uniform arrays declaration in shader
2021-10-04 23:19:43 +03:00
PouleyKetchoupp
4f8d761be6
Fix physics glitch with TileMap moving platforms
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Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.
Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
Rémi Verschelde
5b270278c8
Merge pull request #53280 from nekomatata/test-body-motion-parameters
2021-10-04 21:05:38 +02:00
PouleyKetchoupp
3ae5687d48
Script interface improvements for test body motion
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-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
2021-10-04 10:49:10 -07:00
Rémi Verschelde
a2361851dc
Merge pull request #53398 from nekomatata/soft-body-index-check
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Fix remaining crashes with pinned vertices in GodotPhysics Soft Body
2021-10-04 19:21:08 +02:00
Yuri Roubinsky
87e7f793e4
Merge pull request #49485 from Chaosus/shader_uniform_arrays
2021-10-04 19:16:19 +03:00
PouleyKetchoupp
f9702cc8d0
Fix crashes with pinned vertices in GodotPhysics Soft Body
2021-10-04 08:45:27 -07:00
Rémi Verschelde
2a09e11986
Merge pull request #52802 from V-Sekai/gltf-extensions
2021-10-04 15:52:24 +02:00
Yuri Roubinsky
6873ecaaf9
Added support for uniform arrays in shaders
2021-10-04 13:57:44 +03:00
Haoyu Qiu
f3816898fa
Fix crash when pinned SoftBody point is out of range
2021-10-04 16:42:53 +08:00
K. S. Ernest (iFire) Lee
1463fc889b
GLTF for game templates.
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Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
2021-10-03 12:37:52 -07:00
Rémi Verschelde
a88e82078d
Merge pull request #42364 from madmiraal/fix-39887
2021-10-03 13:41:25 +02:00
bruvzg
27e9d07f11
Remove Scene dependency from the TextServer, use scalable hex box font instead of built-in bitmap one.
2021-10-03 00:22:10 +03:00
Camille Mohr-Daurat
fdd25d7c84
Merge pull request #53311 from nekomatata/soft-body-remove-mesh-reference
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Remove scene code in physics servers
2021-10-01 09:56:49 -07:00
PouleyKetchoupp
b8eeb34b4e
Remove scene code in physics servers
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Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
2021-10-01 08:42:47 -07:00
bruvzg
daa613333e
[Text Server] Add support for user defined punctuation list, used for word breaking.
2021-10-01 16:45:16 +03:00
bruvzg
0c0b5c84b0
Implement TextServer GDExtension interface, remove TextServer GDNative interface.
2021-10-01 15:13:29 +03:00
Rémi Verschelde
a7011fa294
Merge pull request #52684 from Frixuu/master
2021-10-01 11:53:01 +02:00
Rémi Verschelde
6ed3e9c182
Merge pull request #53208 from timothyqiu/headless-crash
2021-10-01 11:29:19 +02:00
Lightning_A
c63b18507d
Use range iterators for Map
2021-09-30 15:09:12 -06:00
Camille Mohr-Daurat
1c0ae31c9e
Merge pull request #53266 from nekomatata/remove-shape-metadata
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Remove shape metadata from 2D physics server
2021-09-30 12:11:50 -07:00
Juan Linietsky
c370b4c4d0
Merge pull request #52544 from JFonS/lod_fixes
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Auto LOD fixes and improvements
2021-09-30 14:49:11 -03:00
PouleyKetchoupp
d0ec46be68
Remove shape metadata from 2D physics server
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Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull()
to get_or_null()
2021-09-29 23:58:02 +02:00
Manuel Dun
485eac3d3f
radial fog fix
2021-09-29 15:49:59 -04:00
Haoyu Qiu
9dd0d3f550
Don't memcpy to nullptr even if length is zero
2021-09-29 20:58:14 +08:00
Rémi Verschelde
4c1d2e9350
Merge pull request #53199 from Geometror/fix-skeleton2d
2021-09-29 13:47:12 +02:00
Haoyu Qiu
82f7f2c46c
Fix crash in headless mode
2021-09-29 17:24:53 +08:00
Camille Mohr-Daurat
341b532d5e
Merge pull request #52754 from nekomatata/dynamic-body-modes
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Clarify RigidDynamicBody modes
2021-09-28 17:11:17 -07:00
Hendrik Brucker
6a9f3746af
Fix editor freeze when asigning Skeleton2D to Polygon2D
2021-09-29 01:50:01 +02:00
Rémi Verschelde
4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb
2021-09-28 16:20:22 +02:00
Bastiaan Olij
0320532876
Merge pull request #52864 from BastiaanOlij/xr_extension_return_buffers
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Fix access to render target texture for XR interfaces
2021-09-28 20:19:20 +10:00
Rémi Verschelde
60988a06c2
Merge pull request #52953 from nekomatata/fix-collision-recovery-depth
2021-09-28 12:11:38 +02:00
Bastiaan Olij
cbdde9dff9
Fix access to render target texture for XR interfaces
2021-09-28 19:46:50 +10:00
PouleyKetchoupp
bf523a2b2a
Improved logic for CharacterBody collision recovery depth
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Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.
Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter
Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27 15:31:41 -07:00
jfons
9e1810695c
Auto LOD fixes and improvements
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* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
meshes that were previously left untouched. The angle difference at
wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
doubling (approximately) the number of triangles from there. This
makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
various LODs. Right now only normals are taken into account,
but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00
CaptainProton42
1731030b3c
Fix GPUParticles3D local_coords
2021-09-26 00:30:37 +02:00
CaptainProton42
dd70daafba
Fix GPUParticles3D generate AABB
2021-09-26 00:30:37 +02:00
Anilforextra
cdd912c48e
Construct values only when necessary.
2021-09-25 14:46:45 +05:45
Rémi Verschelde
fb4fadfd1e
Merge pull request #52967 from danger-dan/dev_vehicle_sleep_fix
2021-09-24 11:47:15 +02:00
Daniel
e8efe621d5
Added set_active(true) to all body direct state force apply/impulses. #52915
2021-09-24 17:22:51 +12:00
Anilforextra
cc51b045da
Construct values only when necessary.
2021-09-23 22:26:07 +05:45
Yuri Roubinsky
e9e21a592e
Prevents editor crash when compare with negative float in shader
2021-09-22 13:26:40 +03:00
fabriceci
fd9e573ba6
Port 2D improvement to move and slide 3D
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Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-22 00:14:04 +02:00
Rémi Verschelde
ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center
2021-09-21 21:30:30 +02:00
Anilforextra
90908cd67d
Add Get Center Method for Rect2/Rect2i and AABB.
2021-09-21 21:14:17 +05:45
Bastiaan Olij
c527078634
Change to using doubles in XR classes
2021-09-21 22:46:31 +10:00
bruvzg
c931906af7
Add flag to connected grapheme. Apply RTL displacement FX only to the whole connected grapheme. Pass more glyph info to the custom RTL FX.
2021-09-21 13:51:38 +03:00
Frixuu
650e63a7ca
Allow for mapping keycodes to current layout
2021-09-21 00:03:02 +02:00
Rémi Verschelde
62aed73d88
Merge pull request #52545 from JFonS/occ_fixes
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Occlusion culling fixes
2021-09-20 13:20:03 +02:00
Yuri Roubinsky
f68d3f67b5
Fix shader crash when passing array to built-in function without index
2021-09-18 14:05:14 +03:00
Aaron Franke
bf0213470c
Replace Vector3.to_diagonal_matrix with Basis.from_scale
2021-09-17 10:30:30 -05:00
Rémi Verschelde
ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass
2021-09-17 14:21:29 +02:00
PouleyKetchoupp
ed1ba5093f
Clarify RigidDynamicBody modes
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RigidDynamicBody modes are replaced with several properties to make their
usage clearer:
-lock_rotation: disable body's rotation (instead of MODE_LOCKED)
-freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC)
-freeze_mode: Static (can be only teleported) or Kinematic (can be animated)
Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics
servers.
2021-09-16 16:03:48 -07:00
Camille Mohr-Daurat
062cff373a
Merge pull request #52668 from qarmin/cppcheck_servers_physics
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Initialize variables in servers/physics
2021-09-16 09:06:03 -07:00
Camille Mohr-Daurat
1852afb6b0
Merge pull request #52679 from nekomatata/world-boundary-shape
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Rename WorldMarginShape to WorldBoundaryShape
2021-09-15 16:02:40 -07:00
qarmin
91257c3900
Initialize variables in servers/physics
2021-09-15 19:41:32 +02:00
Fabio Alessandrelli
d187bb4e11
[HTML5] Use browser mix rate by default on the Web.
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Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
2021-09-15 11:56:21 +02:00
PouleyKetchoupp
bb75aec8bc
Rename WorldMarginShape to WorldBoundaryShape
2021-09-14 11:16:31 -07:00
Aaron Franke
3a902c66c4
Revert some URLs from the "Replace HTTP URLs with HTTPS" PR
2021-09-13 15:18:35 -05:00
Rémi Verschelde
70ba366743
Merge pull request #50375 from Paulb23/code_edit_unit_tests
2021-09-13 21:51:20 +02:00
Rémi Verschelde
8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
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Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
Rémi Verschelde
078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
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Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
JFonS
5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
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Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Lyuma
aca4b737f1
8 uvs for glTF2, URI decode and Vertex Custom api.
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Add glTF2 uri decode for paths.
Add vertex custom apis.
Add scene importer api.
Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh
Co-authored-by: darth negative hunter
<thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
jfons
d6fb8e1d93
Occlusion culling fixes
2021-09-10 18:15:10 +02:00
Juan Linietsky
7c9cdea836
Merge pull request #52476 from Lauson1ex/master
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Replace current ACES tonemapper with a high quality one
2021-09-09 19:13:44 -03:00
Juan Linietsky
3c554f09ea
Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy
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Use the Light3D Indirect Energy property in SDFGI
2021-09-09 17:17:48 -03:00
Bastiaan Olij
506ae80876
Expose Vulkan internal values for access from extensions
2021-09-09 22:28:32 +10:00
Endri Lauson
065d13eddc
Replace ACES tonemapper with a high quality one
2021-09-07 19:46:02 -03:00
Juan Linietsky
ca11f8ad30
Merge pull request #52237 from ellenhp/polyphony
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Add optional polyphonic playback to built-in audio player nodes
2021-09-07 17:38:51 -03:00
Ellen Poe
0e3cab41eb
Add polyphony to Audio Stream Player nodes
2021-09-07 09:44:39 -07:00
Max Hilbrunner
acc776f7b6
Merge pull request #52442 from Faless/mp/4.x_rpc_manager
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[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07 18:44:39 +02:00
Fabio Alessandrelli
bf9aae09ba
[Net] Move multiplayer to core subdir, split RPCManager.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
Camille Mohr-Daurat
29bdd000f0
Merge pull request #48708 from nekomatata/heightmap-raycast-acceleration
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Optimize raycast with large Heightmap shape data
2021-09-06 16:22:16 -07:00
Bastiaan Olij
461d31427c
Merge pull request #52205 from BastiaanOlij/blit_source_rect
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Add source rectangle to blit
2021-09-07 09:21:13 +10:00
Bastiaan Olij
76b83ff615
Merge pull request #52405 from BastiaanOlij/xr_extension_missing_names
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Add missing parameter names to _commit_views GDVIRTUAL_BIND
2021-09-07 09:20:49 +10:00
PouleyKetchoupp
8d56354f7c
Optimize raycast with large Heightmap shape data
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Port raycast accelerator from Bullet's btHeightfieldTerrainShape.
2021-09-06 16:01:44 -07:00
PouleyKetchoupp
82ea2a7045
Proper support for custom mass properties in 2D/3D physics bodies
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Changes:
-Added support for custom inertia and center of mass in 3D
-Added support for custom center of mass in 2D
-Calculated center of mass from shapes in 2D (same as in 3D)
-Fixed mass properties calculation with disabled shapes in 2D/3D
-Removed first_integration which is not used in 2D and doesn't seem to
make a lot of sense (prevents omit_force_integration to work during the
first frame)
-Support for custom inertia on different axes for RigidBody3D
2021-09-06 10:20:16 -07:00
Camille Mohr-Daurat
e1ae2708ee
Merge pull request #52271 from nekomatata/query-layer-default-mask
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Harmonize default value for collision mask in ray/shape queries
2021-09-06 09:33:18 -07:00
Daniel Doran
3138b94058
Fix depth pass for shaders that set POSITION
2021-09-05 01:05:42 -06:00
Bastiaan Olij
32ddcaf15e
Add missing parameter names to _commit_views GDVIRTUAL_BIND
2021-09-05 11:51:13 +10:00
Paulb23
24d02d0b4e
Fix dummy rendering server memory leaks
2021-09-01 16:46:04 +01:00
Paulb23
d186862338
Fix InputMap and display server not nulling singleton on free
2021-09-01 16:46:04 +01:00
PouleyKetchoupp
83baecdff0
Add AnimatableBody inherited from StaticBody for moving platforms
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Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused
Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).
Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
Clay John
036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
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Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Juan Linietsky
7946066577
Merge pull request #49471 from nekomatata/body-state-sync-callback
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Clean physics direct body state usage in 2D and 3D physics
2021-08-31 14:30:17 -03:00
PouleyKetchoupp
26bd432707
Harmonize default value for collision mask in ray/shape queries
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The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.
Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
2021-08-30 16:42:49 -07:00
Hugo Locurcio
2c507cd426
Use the Light3D Indirect Energy property in SDFGI
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The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Bastiaan Olij
fbac863bfb
Add source rectangle to blit
2021-08-29 14:57:16 +10:00
Max Hilbrunner
7368004869
Merge pull request #52176 from BastiaanOlij/fix_gl_size_param
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Fix double named size parameter
2021-08-28 19:35:20 +02:00
Bastiaan Olij
b9c64df69b
Fix double named size parameter
2021-08-28 13:30:43 +10:00
Fabio Alessandrelli
dcf2d09231
Merge pull request #52070 from nekomatata/area-point-gravity-fix
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Fix point gravity calculation
2021-08-28 05:10:15 +02:00
Juan Linietsky
54caaa21ce
Merge pull request #51296 from ellenhp/mix_in_audio_server
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Move mixing out of the AudioStreamPlayback* nodes
2021-08-27 15:38:20 -03:00
Ellen Poe
3598d300cb
Do all audio mixing in the AudioServer
2021-08-27 10:41:57 -07:00
Ellen Poe
53843ba872
Require AudioStream::mix to return the number of frames successfully mixed
2021-08-27 10:27:58 -07:00
PouleyKetchoupp
cc43c2ea16
Optimize area detection and intersect_shape queries with concave shapes
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Whenever contact points are not needed, collision checks with concave
shapes (triangle mesh and heightmap) stop at the first colliding
triangle.
2021-08-27 09:53:40 -07:00
K. S. Ernest (iFire) Lee
90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
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Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Camille Mohr-Daurat
ca4f20529c
Merge pull request #51896 from nekomatata/restore-ray-shape
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Refactor RayShape and rename to SeparationRayShape
2021-08-27 08:49:49 -07:00
Juan Linietsky
712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
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Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg
4c3f7d1290
Makes FontData importable resource.
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij
c5f62fad90
Merge pull request #52003 from BastiaanOlij/xr_interface_extension
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Adding GDExtension support to XRInterface
2021-08-27 11:51:43 +10:00
Camille Mohr-Daurat
f89adbf112
Merge pull request #51801 from nekomatata/area-one-directional-layer-check
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One-directional layer check for Area vs. RigidBody/SoftBody/Area
2021-08-26 07:59:06 -07:00
Bastiaan Olij
86ff7f8550
Adding GDExtension support to XRInterface
2021-08-26 23:24:44 +10:00
Bastiaan Olij
64626cc435
Optionally scale 3D render content
2021-08-26 20:48:40 +10:00
Bastiaan Olij
6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
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Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
PouleyKetchoupp
6a9ed72185
Clean physics direct body state usage in 2D and 3D physics
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Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.
Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.
Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.
PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.
Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
JFonS
c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
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Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio
6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
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Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio
7192852da3
Remove 16× MSAA support due to driver bugs and low performance
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In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.
On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00