Commit Graph

2825 Commits

Author SHA1 Message Date
Rémi Verschelde 267bee934a
Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overrule
Fix XR viewport size overrule and incorrect usage of internal size
2022-01-11 08:44:36 +01:00
Rémi Verschelde 04fa320650
Merge pull request #56627 from Chaosus/shader_better_limit_warning 2022-01-10 14:06:54 +01:00
Darren Kaste b0d9e14155 Fix canvas items being drawn outside clip rects 2022-01-09 18:15:46 -05:00
bruvzg c89c515ccf
[TextServer] Improve ligature cursor handling.
Fix mid-grapheme hit test.
Fix OpenType features property handling, add default features override option.
Enable mid-grapheme cursor by default.
2022-01-09 19:03:48 +02:00
Yuri Roubinsky bd61d8f80c Enhances a shader uniform limit warning 2022-01-08 21:44:37 +03:00
Anilforextra c9f5d88f3a Use fill() to fill an entire image instead of setting pixels individually. 2022-01-08 17:43:15 +05:45
Rémi Verschelde 9e97262132
Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolution 2022-01-07 00:05:43 +01:00
Rémi Verschelde 5e7faed078
Merge pull request #56540 from Calinou/renderingserver-expose-ssil-quality
Expose RenderingServer SSIL quality setter methods
2022-01-06 20:26:59 +01:00
SaracenOne cd842b65bf Fix queueing a texture and regular uniform update in RD backend in succession. 2022-01-06 16:05:07 +00:00
Hugo Locurcio 221efffdf7
Expose RenderingServer SSIL quality setter methods
This allows changing SSIL quality at run-time in a project.
2022-01-06 02:35:49 +01:00
Rémi Verschelde cbf8757289
Merge pull request #56522 from akien-mga/navigation-restore-safe-get_singleton 2022-01-05 17:10:21 +01:00
Rémi Verschelde b23552922f
NavigationServer: Restore constness for thread safe `get_singleton`
This was removed by mistake in #47024, NavigationServer uses internal
mutability for thread safety, and removing `const` breaks the contract.
2022-01-05 15:41:21 +01:00
Fernando Cosentino ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
JFonS 7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down 2022-01-05 10:51:19 +01:00
Rémi Verschelde c7bbb3a621
Merge pull request #56278 from GanidhuAbey/dof_msaa_bug 2022-01-05 10:47:27 +01:00
bruvzg 679fe92bb3
Fix incorrect format and buffer used for bone weights. 2022-01-05 08:44:59 +02:00
Rémi Verschelde ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde 3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode 2022-01-04 18:44:11 +03:00
Rémi Verschelde 095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde 851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass 2022-01-04 15:25:11 +01:00
Yuri Roubinsky 5123ffe4a7 Fix `world_vertex_coords` render mode usage in the shaders 2022-01-04 17:06:12 +03:00
JFonS e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Yuri Roubinsky b74968c2ca
Merge pull request #56477 from Chaosus/fix_device_crash 2022-01-04 13:23:38 +03:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde 34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker 2022-01-04 09:59:07 +01:00
Yuri Roubinsky 0e2ef987b1 Add a check for device in shader lang to prevent startup editor crash 2022-01-04 11:50:50 +03:00
Rémi Verschelde 370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky fd9c92d4ab Add a shader warning when the uniform buffer limit is exceeded 2022-01-03 16:24:56 +03:00
Rémi Verschelde 9221c0f8ad
Merge pull request #56190 from Chaosus/shader_varying_pass_to_func 2022-01-03 13:08:55 +01:00
Rémi Verschelde c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture 2022-01-03 13:08:25 +01:00
Rémi Verschelde cd38b42987
Merge pull request #56370 from Chaosus/fix_shader_instance_uniform 2022-01-03 13:06:18 +01:00
luz paz a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Bastiaan Olij 9fe7565014 Fix XR viewport size overrule and incorrect usage of internal size 2022-01-02 11:17:36 +11:00
Yuri Roubinsky ab239e9abb Fix incorrect updating global uniform buffer 2021-12-31 13:31:01 +03:00
Hugo Locurcio df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
GanidhuAbey 133486bfba fixed depth of field bug with msaa 2021-12-26 23:13:47 -08:00
William Deurwaarder 68a5dad226 GPULightmapper: react on sky ambient properties
The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder 246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky 108b6a2000 Allow pass varyings as out param to the function, when it's possible 2021-12-23 18:03:19 +03:00
Yuri Roubinsky 8e5008dfbd Fix default texture of unassigned sampler with hint_normal 2021-12-23 11:15:46 +03:00
Hugo Locurcio bf339842a5
Expose RenderingServer GI half resolution setter method
This is required for projects to be able to change the
GI half-resolution setting at run-time.
2021-12-22 19:38:48 +01:00
Yuri Roubinsky e8a457ba89 Refactor render_mode in shaders, forbid declaring duplicates 2021-12-21 22:20:09 +03:00
Fabio Alessandrelli e880294d9f [Headless] Workaround texture load failure.
Some assets are loaded based on OS/server feature detection, namely
textures (but potentially others).
The ResourceImporter will fail to load a texture if the OS reports not
supporting it. The OS, in turn, checks texture format support via the
RenderingServer.
This commit makes the dummy rasterizer report known texture formats as
supported (although unused), so that scenes can be correctly loaded when
they include references to imported textures.
2021-12-20 09:18:26 +01:00
bruvzg ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Rémi Verschelde be83968b6b
Merge pull request #55970 from Chaosus/shader_fix_struct_warning 2021-12-16 13:35:44 +01:00
Yuri Roubinsky 1414a7be91 Fix struct usage passing to shader warning system 2021-12-15 22:54:46 +03:00
Yuri Roubinsky f0a58af12f Rename shader hint `filter_anisotropy` to `filter_anisotropic` 2021-12-15 22:12:38 +03:00
Yuri Roubinsky 25a2241e7d Fix shader array parsing in variable declaration 2021-12-15 17:54:15 +03:00
Rémi Verschelde de8348a9b3
Merge pull request #55903 from Chaosus/shader_struct 2021-12-15 13:07:48 +01:00
Rémi Verschelde 864ccb5776
Merge pull request #55913 from Chaosus/fix_shader_crash 2021-12-15 13:07:34 +01:00
Yuri Roubinsky 09185d76ac Rename shader hint `filter_aniso` to `filter_anisotropy` 2021-12-15 13:18:32 +03:00
Hugo Locurcio e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Yuri Roubinsky 3cbd8ef098 Fix shader crash when assigned array from struct to a variable by index 2021-12-13 21:19:13 +03:00
Yuri Roubinsky 31cc6ba622 Allow declaring multiple members in one expression in shader structs 2021-12-13 19:10:08 +03:00
Yuri Roubinsky 8862d1426d Restore shader parsing errors with lack of semicolon in a block 2021-12-11 17:30:40 +03:00
Camille Mohr-Daurat f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp 30a608b7b9 Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.

For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00
PouleyKetchoupp 940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde 0ba7103bea
Merge pull request #55702 from nekomatata/physics-solver-settings 2021-12-10 22:10:41 +01:00
Hugo Locurcio 92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Yuri Roubinsky 85380c5207
Merge pull request #55623 from Chaosus/shader_refactor_const_suffix 2021-12-10 17:01:43 +03:00
Yuri Roubinsky bcbcf14469 Refactor constant suffix parsing in a shader 2021-12-10 15:38:27 +03:00
Rémi Verschelde 7e720b43ad
Merge pull request #55762 from nekomatata/body-motion-no-margin 2021-12-10 11:04:32 +01:00
Rémi Verschelde f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Yuri Roubinsky dcf3594500
Merge pull request #55763 from Chaosus/shader_hint_completion 2021-12-10 11:44:01 +03:00
Rémi Verschelde bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Yuri Roubinsky b66510d509 Added completion for uniform hints in a shader 2021-12-10 10:12:25 +03:00
PouleyKetchoupp 0c354047e1 Handle test body motion with 0 margin
Margin needs to have a high enough value for test body motion to work
properly (separate using the margin, move without then gather rest info
with the margin again).

Fixes issues with test motion returning no collision in some cases with
margin equal to 0.
2021-12-09 10:52:27 -07:00
Rémi Verschelde f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight 2021-12-09 18:05:17 +01:00
Aaron Franke e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Nathan Franke 41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Hendrik Brucker 1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Yuri Roubinsky 76f6c0849c Make `compile` shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Hugo Locurcio c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
PouleyKetchoupp 8682adcb87 Add physics solver settings to project settings
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.

Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
2021-12-07 12:08:04 -07:00
Rémi Verschelde 46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
Rémi Verschelde 7ac9ea75cc
Rename `VideoPlayer` to `VideoStreamPlayer` for consistency
It's a player for `VideoStream` resources, just like `AudioStreamPlayer` is a
player for `AudioStream` resources.

Closes https://github.com/godotengine/godot-proposals/issues/3624.
2021-12-06 19:01:28 +01:00
Rémi Verschelde 4bce5e302e
Merge pull request #55602 from nekomatata/improve-rigidbody-contacts 2021-12-06 16:49:42 +01:00
Hugo Locurcio 89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
PouleyKetchoupp 2273a78af1 Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones.

List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
2021-12-03 12:01:38 -07:00
PouleyKetchoupp 5cbc7149a1 Improve RigidDynamicBody contacts in 2D and 3D
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.

Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability

Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
2021-12-03 10:40:15 -07:00
Yuri Roubinsky 10b10ae1fa Fix `^=` operator in shaders 2021-12-03 10:20:44 +03:00
Rémi Verschelde 892a5a72cd
Merge pull request #55474 from akien-mga/copy-operators-no-reference 2021-12-02 17:34:45 +01:00
Rémi Verschelde 1398436ab8
Merge pull request #53904 from ChristopheClaustre/bugfix_shader_compile_spirv_from_source 2021-12-02 10:07:35 +01:00
Rémi Verschelde 81b7418013
Merge pull request #55402 from TokageItLab/fixed-immediatemesh-minimum-aabb
Fixed minimum size of `AABB` in `ImmediateMesh` to draw only one vertex
2021-12-02 08:05:56 +01:00
Silc 'Tokage' Renew ca2b7a87a5 Fixed minimum size of aabb in ImmediateMesh to draw only one vertex 2021-12-02 08:33:33 +09:00
Yuri Roubinsky 5ee73dc5a6 Fix shader crash when using existed constant name for struct 2021-12-01 18:11:45 +03:00
Yuri Roubinsky a48c205191 Fix declaring array size twice in global shader constant 2021-12-01 16:44:25 +03:00
Yuri Roubinsky 5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Rémi Verschelde 5643f5e616
Merge pull request #55490 from Chaosus/fix_shader_crash 2021-11-30 20:13:12 +01:00
Rémi Verschelde bdd118e765
Merge pull request #55431 from Chaosus/shader_fix_constants 2021-11-30 19:40:52 +01:00