Commit graph

2251 commits

Author SHA1 Message Date
Yuri Roubinsky
6135744786 Implements length() shader function for arrays in structs 2021-05-19 21:50:11 +03:00
Rhathe
88b1802132 Enable setting of collision iterations in PhysicsServer2D
This allows fine-tuning of collision iterations for more
accurate collision physics with a performance cost.
2021-05-19 10:54:10 -04:00
Yuri Roubinsky
96b2e54c70 Fix typo in shader_language.cpp 2021-05-18 19:01:02 +03:00
Rémi Verschelde
66f40f74c3
Merge pull request #48640 from BastiaanOlij/blit_shader 2021-05-13 15:02:26 +02:00
Hugo Locurcio
5895479a5e
Rename the audio FFT_Size enum to FFTSize for consistency 2021-05-13 02:42:49 +02:00
Bastiaan Olij
02980be834 Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
Rémi Verschelde
0c693f8781
Merge pull request #48472 from BastiaanOlij/render_state
Make better use of our render_state struct
2021-05-12 13:44:03 +02:00
reduz
479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
PouleyKetchoupp
3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
Bastiaan Olij
308b26762b Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
Rémi Verschelde
35ec0e9be7
OS: Remove native video API only implemented on iOS
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
2021-05-07 20:40:24 +02:00
Rémi Verschelde
8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Bastiaan Olij
90ef5d73c4 Cleanup vulkan capabilities check and add multiview check 2021-05-06 12:06:07 +10:00
Hugo Locurcio
e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Rémi Verschelde
7449d6c752
Merge pull request #48435 from BastiaanOlij/no_repeat_mobile_renderer
Remove repeat from forward mobile renderer
2021-05-05 16:19:03 +02:00
Rémi Verschelde
508fbf4abe
Merge pull request #48221 from nekomatata/solver-multithreaded
Godot Physics collisions and solver processed on threads
2021-05-04 09:22:20 +02:00
Bastiaan Olij
cc45ed448b Remove repeat from forward mobile renderer 2021-05-04 11:37:58 +10:00
jfons
6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
Bastiaan Olij
58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
Rémi Verschelde
dea84c9d28
Merge pull request #48341 from sboron/fix-tangent-issue
Fix broken tangents in vulkan rendering server on godot 4
2021-05-01 13:37:43 +02:00
Stefan Boronczyk
7571348a5f fix-tangents-on-rendering-server 2021-05-01 06:19:40 +02:00
reduz
90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rafał Mikrut
efcb097674 Prevent setting too big or too small Collision Mask and Layer 2021-04-30 17:19:04 +02:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Yuri Roubinsky
3c82f01134 Fix shader handle constant expressions in function call 2021-04-27 15:23:01 +03:00
Rémi Verschelde
83cc6bcf55
Merge pull request #48187 from brakhane/remove-dupe-comments
Remove duplicate comments
2021-04-27 09:42:09 +02:00
PouleyKetchoupp
448c41a3e4 Godot Physics collisions and solver processed on threads
Use ThreadWorkPool to process physics step tasks in multiple threads. Collisions are all processed in parallel and solving impulses is
processed in parallel for rigid body islands.

Additional changes:
- Proper islands for soft bodies linked to active bodies
- All moving areas are on separate islands (can be parallelized)
- Fix inconsistencies with body islands (Kinematic bodies could link
bodies together or not depending on the processing order)
- Completely prevent static bodies to be active (it could cause islands
to be wrongly created and cause dangerous multi-threading operations as
well as inconsistencies in created islands)
- Apply impulses only on dynamic bodies to avoid unsafe multi-threaded
operations (static bodies can be on multiple islands)
- Removed inverted iterations when populating body islands, it's now
faster in regular order (maybe after fixing inconsistencies)
2021-04-26 18:26:00 -07:00
Dennis Brakhane
31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

This commit removes the obviously duplicate ones.
2021-04-25 20:03:52 +02:00
Maganty Rushyendra
ccc375f163 Fix AudioServer Crash when bus count equals 0 2021-04-24 11:22:19 -04:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
rafallus
cfa06f0f76 Unexpose _direct_state_changed in PhysicsBody
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
2021-04-22 23:20:58 -05:00
Rémi Verschelde
f6d5b2f3c2
Merge pull request #48046 from BastiaanOlij/fix_reflection_probe
Fix reflection probe
2021-04-21 16:12:58 +02:00
Bastiaan Olij
ebf10fe736 Fix reflection probe 2021-04-21 23:42:29 +10:00
Rémi Verschelde
fdf041a466
Merge pull request #47347 from nekomatata/heightmap-support
Heightmap collision shape support in Godot Physics
2021-04-20 17:40:28 +02:00
reduz
906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
Rémi Verschelde
c022582c1e
Merge pull request #47942 from nekomatata/joint-check-body-types
Fix errors related to joints setup with two non-dynamic bodies
2021-04-16 08:51:19 +02:00
PouleyKetchoupp
60ae264db1 Fix errors related to joints setup with two non-dynamic bodies 2021-04-15 17:37:45 -07:00
Henry Conklin
9b65b00296 Optimize BroadPhase2dHashGrid to not pair elements on different layers
Clean up logic in _check_motion

Closes 45824
2021-04-15 17:20:07 -04:00
Rémi Verschelde
c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn
92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
Rémi Verschelde
9e0f87359b
Merge pull request #47846 from nekomatata/solver-optimization
Godot Physics solver optimization
2021-04-14 18:04:30 +02:00
reduz
d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
PouleyKetchoupp
b65d6b56fb Godot Physics solver optimization
Several optimizations in the way solver islands are processed in both
2D and 3D physics:
- Use LocalVector instead of linked list to avoid cache misses (with
persistent storage based on worst case scenario)
- Remove pairs when setup fails (no valid contact) to avoid unnecessary
solving of non-colliding rigid bodies just to return immediately
2021-04-12 18:59:49 -07:00
PouleyKetchoupp
70aa39d127 Fix SoftBody contact impulses applied on rigid bodies
Parameters were inverted in `apply_impulse` and `apply_bias_impulse` due
to a modification on master.
2021-04-12 17:38:14 -07:00
Bastiaan Olij
71c5d73b5e Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
Rémi Verschelde
68b28c6cd4
Merge pull request #47678 from madmiraal/fix-47436.1
Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:35:49 +02:00
Rémi Verschelde
7fa84d8bd3
Merge pull request #47675 from madmiraal/fix-47436
Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:01 +02:00
Rémi Verschelde
0485a0d8b2
Merge pull request #47668 from madmiraal/fix-47438
Ensure ConvexPolygonShape3D support count variable is initialised
2021-04-06 22:30:07 +02:00
Marcel Admiraal
2abfc0518f Check for empty ConcavePolygonShape2D before checking for intersection 2021-04-06 20:05:10 +01:00
Marcel Admiraal
25593a481a Check ConvexPolygonShape2D point count before calcuating moment of inertia 2021-04-06 19:15:09 +01:00
Marcel Admiraal
6544f8422f Ensure ConvexPolygonShape3D support count variable is initialised 2021-04-06 16:46:15 +01:00
Marcel Admiraal
0d4d8925b7 Ensure ConvexPolygonShape support count variable is initialised 2021-04-06 16:18:49 +01:00
Bastiaan Olij
dad40fa2df Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Rémi Verschelde
9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
Rémi Verschelde
65a2888057
Style: Apply clang-tidy's modernize-use-default-member-init 2021-04-05 13:37:27 +02:00
Rémi Verschelde
ed2f51b15f
Merge pull request #47452 from BastiaanOlij/xr_positional_tracker_ref
Change XRPositionalTracker to a reference (master)
2021-04-03 10:13:23 +02:00
lucicam
c158a63a8a Fix crash caused by null parameter passed to CameraServer.add_feed()
Fixes #46181

CameraServer.add_feed() takes a CameraFeed object type as parameter.
Passing in another type of data while binding the method it will make
tha parameter null.
Added a check for null which returns from function and does not make the
engine crash anymore.
2021-04-02 17:11:30 +03:00
Rémi Verschelde
9cd1e50969
Merge pull request #47250 from BastiaanOlij/check_vulkan_version
Obtain supported Vulkan API
2021-03-31 13:45:43 +02:00
Bastiaan Olij
e93c9fc4ed As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
bruvzg
0d3fa2a125
[Complex Text Layouts] Provide access to glyph contour points. 2021-03-31 09:32:14 +03:00
Bastiaan Olij
454c889e61 Change XRPositionalTracker to a reference and better expose it to GDNative 2021-03-29 23:01:47 +11:00
Rémi Verschelde
2bd89ac249
Merge pull request #44695 from madmiraal/fix-44632
Remove all elements from monitored_bodies and monitored_areas when processed
2021-03-26 16:34:02 +01:00
Bastiaan Olij
a6c989bc1b Obtain supported Vulkan API 2021-03-26 12:06:57 +11:00
PouleyKetchoupp
c8dd3c7d80 Heightmap collision shape support in Godot Physics 2021-03-25 16:52:41 -07:00
lucicam
c98ca4e959 Fix failure in set_primary_interface when parameter is null
The program would fail if the parameter is passed as null in set_primary_interface because
in the print_verbose, the get_namea) method is called on the parameter and this causes a
failure if the parameter that was passed is null.

Same fix was done in 3.x also and it seems to be present in master too.
2021-03-25 17:36:22 +02:00
Josh Jones
9aadd0cde7 [Godot Physics]: Correct typo in moment of inertia calculations.
The moment of inertia calculation for BoxShape is:

```
Vector3(
    (p_mass / 3.0) * (ly * ly + lz * lz), 
    (p_mass / 3.0) * (lx * lx + lz * lz), 
    (p_mass / 3.0) * (lx * lx + ly * ly));
```

where the final line includes both the x and y extents.

However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`.  I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape.

This change corrects the final line to include both the x and y components of the shape's extent.
2021-03-22 20:10:11 -07:00
Rémi Verschelde
992de9c053
Merge pull request #46917 from nekomatata/solver-kinematic-bug-fix
Fix GodotPhysics solver with kinematic body set to report contacts
2021-03-20 21:53:01 +01:00
Rémi Verschelde
900b28f6d8
Merge pull request #47130 from e344fde6bf/fix-angular-velocity-calculation
Fix kinematic angular velocity calculations
2021-03-20 21:46:02 +01:00
Rémi Verschelde
fa681d04b7
Merge pull request #46937 from nekomatata/soft-body-support
SoftBody support in GodotPhysics 3D
2021-03-20 21:45:20 +01:00
Rémi Verschelde
793000c6a9
Merge pull request #47139 from nekomatata/concave-backface-collision
Disable backface collision with ConcavePolygonShape by default
2021-03-20 21:43:57 +01:00
e344fde6bf
1c123aaf2b Fix some angular velocity calculations
The angular velocity estimate for kinematic bodies was calculated
incorrectly.  Also, fixes its use in some kinematic/rigid collision
calculations.

This fixes #47029.
2021-03-20 07:21:37 +10:00
PouleyKetchoupp
7bbd545432 Disable backface collision with ConcavePolygonShape by default
Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.

Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
2021-03-18 11:30:22 -07:00
PouleyKetchoupp
d5ea4acd2d SoftBody support in GodotPhysics 3D
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-18 09:04:17 -07:00
Rémi Verschelde
2fd445cc18
Merge pull request #47133 from groud/navigation_2d_bugfix
Make 2D navigation consider scale
2021-03-18 15:42:46 +01:00
Gilles Roudière
6249ebb9c8 Make 2D navigation consider scale 2021-03-18 15:17:23 +01:00
Rémi Verschelde
c097ce0c18
Merge pull request #47125 from BastiaanOlij/SCsub_compile_shaders
Changed SCsub for shaders to find shaders automatically
2021-03-18 11:20:57 +01:00
Bastiaan Olij
7f63c9e7c9 Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
jmb462
b588232b83 Fix AudioEffectCapture buffer length cannot be changed 2021-03-17 23:07:38 +01:00
Ignacio Abal
ccdd7ab890 Added validation when assigning heightfield_resolution (Fix #46281) 2021-03-17 12:03:52 -03:00
Rémi Verschelde
af0806722f
Merge pull request #47067 from nekomatata/cylinder-fix-margins
Fix Cylinder shape collision with margins when using GJK-EPA
2021-03-17 11:05:13 +01:00
Rémi Verschelde
3651406258
Merge pull request #47084 from nekomatata/cylinder-capsule-collision-fix
Fix capsule-cylinder collision in godot physics
2021-03-17 11:01:04 +01:00
Rémi Verschelde
08ca4184f4
Merge pull request #47024 from groud/navigation
Allow Navigation to be more flexible
2021-03-17 09:18:54 +01:00
PouleyKetchoupp
380f04fa0d Fix capsule-cylinder collision in godot physics
Test specific axes before falling back to GJK-EPA algorithm to get more
accurate separation axes for common cases, the same way it's done for
cylinder-cylinder collision.
2021-03-16 19:22:59 -07:00
Rémi Verschelde
9ca0d66a3b
Merge pull request #46984 from sboronczyk/fix-shader-issue
Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file
2021-03-16 23:32:06 +01:00
PouleyKetchoupp
93076ef117 Fix Cylinder shape collision with margins when using GJK-EPA
In the case of falling back to GJK-EPA algorithm to generate cylinder
contact points, margins were never taken into account.

This fixes the depenetration phase for kinematic bodies and allows
consistent floor detection for cylinder shapes.
2021-03-16 10:19:26 -07:00
Gilles Roudière
ac7073f586 Allow Navigation to be more flexible 2021-03-15 15:58:59 +01:00
Kongfa Waroros
916e576021 Check if an input image wasn't Image on several functions in CameraFeed 2021-03-14 16:47:21 +07:00
sboronczyk
3e7c5d2ca5 fix issue vulkan crash on open shader materials 2021-03-13 22:54:33 +01:00
PouleyKetchoupp
c5d2404a13 Fix GodotPhysics solver with kinematic body set to report contacts
In 3D, collision is disabled between kinematic/static bodies when
contacts are generated only to report them.

In 2D, this case was already fixed but the code is cleaned to make it
easier to follow.
2021-03-11 18:06:00 -07:00
Bastiaan Olij
f7cbeb0d1b Removed time duplicate from ForwardClustered. Just use the variable from its superclass 2021-03-11 18:08:10 +11:00
Bastiaan Olij
73b5eb2673 Combine init_gi and init_sdfgi into a single init 2021-03-11 18:07:33 +11:00
Bastiaan Olij
52ab369d5f Renamed one more Forward render struct and fixed typo 2021-03-11 14:18:05 +11:00
Bastiaan Olij
dfc41eb6f6 Moving RendererStorageRD *storage to protected, no sense duplicating it in forward_clustered 2021-03-11 13:24:23 +11:00
Bastiaan Olij
01851defb5
Merge pull request #46811 from BastiaanOlij/rename_forward_renderer
Renaming RendererSceneRenderForward to ...ForwardClustered
2021-03-10 23:36:08 +11:00
Bastiaan Olij
a895844c82 Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile 2021-03-10 22:34:50 +11:00
Gilles Roudière
ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Kyle
554990992a Fixes division by zero when 3d body does not have valid shape
Fixes #46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body.
Changed the comment style for the update_inertias method as well.
2021-03-08 19:25:26 -05:00
Rémi Verschelde
3856bc5afe
Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00
Marcel Admiraal
b8aabe483e Apply infinite inertia checks to Godot physics 3D 2021-03-06 11:01:42 +00:00
Ev1lbl0w
1f0b60c47d
Fix negative VRAM values 2021-03-05 21:48:20 +00:00
Alex Hirsch
426ef4b1ee Fix canvas renderer line width
fix #46644
2021-03-04 21:37:06 +01:00
Bastiaan Olij
760be46a81 Renamed SDGIShader to SDFGIShader and moved a bunch of things to private 2021-03-04 11:53:09 +11:00
Rémi Verschelde
8c45b1d61c
Merge pull request #46594 from asheraryam/fix-clip-content-master
Fix rounding error in Clip Content [4.0]
2021-03-02 17:07:00 +01:00
Rémi Verschelde
5885381373
Merge pull request #46581 from Riteo/fix-capsule-shape
Change CapsuleShape3D's collision detection axis to vertical
2021-03-02 16:46:48 +01:00
asheraryam
c3d8538bb4 Fix rounding error in Clip Content
Rounds the position and size of the final clip rect to avoid flickering issues.

Fixes https://github.com/godotengine/godot/issues/46493
2021-03-02 18:36:28 +03:00
Riteo Siuga
b24bba95d0 Change CapsuleShape3D's collision detection axis to vertical
This fixes an issue where its collision detection would actually work as if it had the old default orientation.
2021-03-02 08:33:44 +01:00
Rémi Verschelde
da8eef486b
Merge pull request #46046 from BastiaanOlij/cleanup_gi
Moving GI and Sky code from RendererSceneRenderRD into separate classes
2021-03-01 19:34:53 +01:00
Rémi Verschelde
e9cb64a8b5
Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret
Added missing returns on error scenarios
2021-03-01 09:36:15 +01:00
Yuri Roubinsky
19e0a1ec9d Fix parsing hexadecimal (lowercase e,f) in shaders 2021-03-01 09:08:44 +03:00
Ev1lbl0w
3d9ef1e4de
Added missing returns on error scenarios 2021-02-28 19:48:35 +00:00
Eryk Dwornicki
fb9d6fcc6d Refactor removal of constraints from bodies in 2D joints 2021-02-27 20:52:01 +01:00
Eryk Dwornicki
aa42e8920b Move removal of the constraints from bodies to Joint3DSW destructor
Joint3DSW instances are also destroyed without explicitly calling free()
for example when changing constrainted bodies at runtime using
set_node method.
2021-02-27 20:52:01 +01:00
booer
65975b9a08 Update Inspector when changing AudioEffectChorus voice_count
Fixes #31627.
2021-02-25 17:32:50 +01:00
Bastiaan Olij
1f96ba5141 Moving GI code into RendererServerGIRD
Moving Skyshader code into RendererServerSkyRD
2021-02-25 15:15:48 +11:00
Rémi Verschelde
a930472319
Merge pull request #45863 from nekomatata/physics-queries-disabled-shapes
Fix physics queries not filtering out disabled collision shapes
2021-02-24 13:05:28 +01:00
Rémi Verschelde
a527c6856b
Merge pull request #46045 from bruvzg/text_server_bmp_create
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24 12:55:36 +01:00
Yuri Roubinsky
571f4396ea Prevents shader crash if two struct with the same name are declared 2021-02-21 13:47:09 +03:00
Yuri Roubinsky
f91e7e3ba4 Prevents shader crash if passing invalid struct to the return statement 2021-02-21 07:55:40 +03:00
Rémi Verschelde
6d0c502ee4
Merge pull request #46086 from ellenhp/new_resampling
Implement a new resampling algorithm in AudioStreamPlaybackResampled
2021-02-19 16:17:04 +01:00
Rémi Verschelde
0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Rémi Verschelde
5a9cab4fa4
Merge pull request #46199 from ellenhp/fix_distortion_filter
Prevent distortion filter from introducing NaNs in the audio buffer
2021-02-19 07:45:27 +01:00
Ellen Poe
b6b97b86ab Prevent distortion filter from introducing NaNs in the audio buffer. 2021-02-18 16:53:26 -08:00
Clay John
32dec4accd
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Use Interleaved gradient noise for shadow samples
2021-02-18 13:17:41 -08:00
Rémi Verschelde
247b7e2448
Merge pull request #46131 from bruvzg/move_tablet_to_ds
Move tablet driver API from OS to DisplayServer
2021-02-18 20:36:46 +01:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
bruvzg
3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde
5529fe5680
Merge pull request #46148 from nekomatata/fix-test-body-motion
Fix test_body_motion recovery and rest info
2021-02-18 14:15:30 +01:00
PouleyKetchoupp
cff7a69aa0 Fix test_body_motion recovery
This change makes test_body_motion more reliable when the kinematic body
recovers from being stuck.

- When recovery occurs, the rest information is generated, in order to
make sure collision results from test_move, move_and_collide and
move_and_slide are consistent and return a collision in case of overlap.

- The new calculation for recovery vector makes sure the recovery is
never more than the overlap depth between shapes.
This can help with cases where the kinematic body overlaps with several
shapes.
Recovery is made iteratively, without forcing a full overlap at each
step. This helps with getting proper rest information when recovery
occurs.

- One Way Collision:
When attempting motion, contact direction is checked against motion
before skipping in order to solve cases where kinematic bodies can sink
into one-way collision shapes.
Rest info now sets max contact depth in order to properly handle one-way
collision.

- Low speed motion is now handled in the rest info, by never setting
min_allowed_depth lower than motion length.
Separation is always applied with full margin, otherwise contact is lost
when low speed motion occurs right after higher speed motion.

- Similar changes are applied to 3D in order to make 2D and 3D
consistent.
2021-02-17 19:02:59 -07:00
Kayomn
fa8a47e1bf Fix math error in blend shape application tolerance 2021-02-17 10:30:29 +01:00
Ellen Poe
b2264cb48b Implement a new resampling algorithm in AudioStreamPlaybackResampled 2021-02-15 21:21:13 -08:00
bruvzg
bee718f1af
[Text Server] Restores bitmap font dynamic construction functions. 2021-02-15 10:46:49 +02:00
bruvzg
f4d095cdd3
[TextServer] Restore character and space extra spacing support. 2021-02-15 10:46:23 +02:00
Rémi Verschelde
4a0dbf9acf
Merge pull request #45931 from nekomatata/cylinder-contact-points-fix
Revised cylinder contact point generation in Godot Physics
2021-02-12 23:05:17 +01:00
PouleyKetchoupp
6d0898bf4c Revised cylinder contact point generation
Cylinder contact points generation is adjusted to make it more stable
when standing on triangle meshes.

Point-Circle:
Switched to simpler plane projection as it's done for Point-Face contact
points. It solves some cases where discrepancies between the two points
caused the cylinder to jump.

Edge-Circle:
Same as before, the case for edge has just been moved from Face-Circle
to a specific method.

Face-Circle:
The previous method was clipping edges against the circle, and then
tried to add contact points when there wasn't enough support and failed
in some cases.
Now using a different algorithm which adds proper contact points around
the circle more consistently.
First, by clipping edges against circle segments using Face-Face
algorithm.
Second, by clipping edges against the circle plane.
2021-02-12 12:25:58 -07:00
Rémi Verschelde
e9a25b8552
Merge pull request #45859 from Kayomn/master
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +01:00
Yuri Roubinsky
dd0874e717 Allow passing varying from fragment to light shader function 2021-02-11 15:59:21 +03:00
PouleyKetchoupp
333f184734 Cylinder support in Godot Physics 3D
Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.

Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.

Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
2021-02-10 10:00:53 -07:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
PouleyKetchoupp
50501f2843 Fix physics queries not filtering out disabled collision shapes
This change allows collide_shape, intersect_shape, cast_motion and
rest_info in both 2D and 3D to ignore disabled shapes and make them
consistent with the physics simulation.

In some other cases, _cull_aabb_for_body is used and filters shapes out
internally, but whenever a physics query uses the broadphase directly
without calling _cull_aabb_for_body, disabled shapes can be returned
and need to be filtered out.
2021-02-09 19:14:17 -07:00
Kayomn
ca945421a0 Accomodate blend shape ranges of -1 to +1 2021-02-09 23:09:54 +00:00
reduz
3e2281a347 Improve SDFGI indirect light feedback loop
-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
jfons
99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
Rémi Verschelde
7a60c45671
Merge pull request #45786 from reduz/fix-sdfgi-radeon
Fixed an SDFGI reflections bug in Radeon
2021-02-07 12:24:07 +01:00
reduz
c4daf1c4ba Fixed a SDFGI reflections bug in Radeon
-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
2021-02-07 07:33:41 -03:00
jfons
9c6b081ab1 Fix volumetric fog for SpotLights
The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
2021-02-07 03:38:09 +01:00
reduz
d0cc899398 Fix SDFGI bug after previous optimization.
Was causing arctifacts, should be good now.
2021-02-06 18:49:10 -03:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Lyuma
780e761dbc Fix mismatched define in scene_forward.glsl for POSITION override 2021-02-05 13:09:33 -08:00
reduz
7997544af5 Added temporal reprojection to Volumetric Fog
-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
reduz
33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
reduz
f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
Rémi Verschelde
3a3af0279b
Merge pull request #45658 from RandomShaper/fix_frozen_peak
Make audio bus channels' peak volume consistent
2021-02-03 10:05:34 +01:00
Lyuma
d800329d16 Add AudioEffectCapture
AudioEffectCapture allows access to the microphone and other audio on an audio bus in real-time.

Co-Authored-By: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2021-02-02 09:22:16 -08:00
Pedro J. Estébanez
a2b3a73e2d Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).
2021-02-02 11:30:32 +01:00
Rafał Mikrut
0c3febca06 Don't use trashy max_decals value to prevent crashes 2021-02-01 21:43:08 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Aaron Franke
cb9fc117d1
Use real_t in physics code 2021-01-28 18:15:42 -05:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source 2021-01-28 11:26:37 +01:00
Winston Yallow
9684bc40df
Correctly expose transform as 3D transform 2021-01-27 14:57:01 +01:00
Gordon MacPherson
86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
reduz
280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
clayjohn
7323cbab4b Add named resources and debug labels in RenderDoc 2021-01-25 20:04:13 -08:00
reduz
51d8e32c93 Implement shadow meshes
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz
6fe342478b Several GI related optimizations and fixes
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
2021-01-24 19:29:07 -03:00
clayjohn
561de937b1 Use Interleaved gradient noise for shadow samples 2021-01-21 07:47:01 -08:00
Rémi Verschelde
a9b151c664
Merge pull request #44668 from clayjohn/VULKAN-downsample
Use cubemap downsampler for reflection mipmaps
2021-01-20 20:41:47 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz
7008e3c6ea Shader optimizations to reduce VGPR usage and increase occupancy 2021-01-19 23:31:02 +01:00
Sean LaPlante
17ac012728
Fixes #45025 - Protects _last_mix_time and _last_frame_time with the AudioDriver lock() and unlock() methods 2021-01-16 13:10:05 -05:00
Rémi Verschelde
011d201046
Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
2021-01-14 20:44:19 +01:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Yuri Roubinsky
ef941a6500 Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
Yuri Roubinsky
fcc5d67b03 Fix shader uniform instances compilation 2021-01-11 17:46:33 +03:00
Rémi Verschelde
a33dc4274c
Merge pull request #45066 from Chaosus/shader_fix_uniform_crash
Prevent editor crash due to modify the order of non-instance shader uniforms by instance uniforms
2021-01-11 14:58:55 +01:00
Yuri Roubinsky
289cc89a39 Prevent crash due to assigning incorrect order of instance uniform 2021-01-10 10:52:30 +03:00
Yuri Roubinsky
fdfddbdc3c Fix LIGHT compilation for canvas shader 2021-01-09 23:22:59 +03:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Marcel Admiraal
7653b8cc1e Fix multiple issues with one-way collisions
For RigidBodies, uses the collision normal determined by relative motion
to determine whether or not a one-way collision has occurred.

For KinematicBodies, performs additional checks to ensure a one-way
collision has occurred, and averages the recovery step over all collision
shapes.

Co-authored-by:    Sergej Gureev <sergej.gureev@relex.fi>
2021-01-07 09:22:39 +00:00
reduz
cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
reduz
446618cf94 Change the light attenuation formulas.
-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz
77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz
5d2a1d7892 Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
reduz
9a2f18f8e7 Reorganize renderer code.
So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker
ec6fc059b7 fix inconsistent normal map shader variable naming 2021-01-04 14:08:01 +01:00
Rémi Verschelde
a408622c06
Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error
Use basic uniform set for depth prepass
2021-01-04 09:34:27 +01:00
clayjohn
0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Muller-Castro
31dd07ba30 Typo correction
simple typo correction
2021-01-02 02:27:12 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
K. S. Ernest (iFire) Lee
dff1d8d7b0 Expose gltf2 eight weights. 2020-12-29 05:28:00 -08:00
Marcel Admiraal
b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde
1f7d6ba736
Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup
Cleanup leftover functions from adding SSAO
2020-12-27 10:53:23 +01:00
Yuri Roubinsky
ef4e625918
Merge pull request #44705 from Chaosus/shader_fix_array_postinit
Fix using post-init shader array constructors
2020-12-27 08:26:31 +03:00
clayjohn
34cfe1cc40 Cleanup leftover functions from adding SSAO 2020-12-26 16:33:07 -08:00
reduz
548524152e Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
Yuri Roubinsky
bc0e8e7a21 Fix using post-init shader array constructors 2020-12-27 01:07:24 +03:00
Yuri Roubinsky
fb16b1e39b
Merge pull request #44436 from Chaosus/shader_const_switch
Added support for constants in shader `case` and array size declaration
2020-12-27 00:55:45 +03:00
Marcel Admiraal
d7c3a41363 Remove all elements from monitored_bodies and monitored_areas when processed 2020-12-26 09:27:42 +00:00
clayjohn
28d0f8a455 Use cubemap downsampler for reflection mipmaps 2020-12-24 16:39:17 -08:00
Juan Linietsky
545c894614
Merge pull request #44656 from reduz/cull-fixes-and-optimizations
Cull fixes and optimizations
2020-12-24 14:01:19 -03:00
Rémi Verschelde
ecda989c85
Merge pull request #44649 from lyuma/bone_aabb_blendshapes
Fix blendshapes and calculation of bone_aabbs
2020-12-24 17:20:07 +01:00
reduz
1bebb2ba05 Cull fixes and optimizations 2020-12-24 12:18:28 -03:00
lawnjelly
6d687de9b8 Fix BVH to world_aabb, and call update
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24 11:19:50 +00:00
Rémi Verschelde
6063af6788
Merge pull request #44641 from reduz/get-frame-setup-time
Add API to get frame setup time on CPU
2020-12-24 10:07:54 +01:00
Lyuma
d976003b16 Fix blendshapes and calculation of bone_aabbs
Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24 00:01:07 -08:00
clayjohn
3a8c99a10b Use basic uniform set for depth prepass 2020-12-23 20:23:51 -08:00
Juan Linietsky
3fdf4bfe71
Merge pull request #44623 from reduz/rewrite-renderer-indexer
Replace Octree by DynamicBVH in cull code
2020-12-24 00:20:45 -03:00
reduz
7219f37cb5 Add API to get frame setup time on CPU
Needed for benchmarks
2020-12-24 00:13:52 -03:00
reduz
f910e9f70c Bind viewport measure functions 2020-12-23 20:40:19 -03:00
reduz
83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
Rémi Verschelde
c4c211c3b7
Merge pull request #44605 from madmiraal/rename-control-margin
Rename Control margin to offset
2020-12-23 18:24:00 +01:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Rémi Verschelde
8ad0ff8ae5
Merge pull request #44487 from bruvzg/ctl_fixes_2
[CTL] Fix RTL scrolling and tabs selection.
2020-12-23 01:15:29 +01:00
Rémi Verschelde
6e43c68e40
Merge pull request #44182 from clayjohn/ASSAO
Replace SAO with ASSAO as Godot's new SSAO
2020-12-22 11:27:25 +01:00
clayjohn
44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Rémi Verschelde
1a04dcc324
Merge pull request #44566 from madmiraal/fix-redefined-default-parameter
Ensure default value in _render_shadow is the same as parent
2020-12-21 12:07:04 +01:00
bruvzg
cc4d6eb7f6
Improve fill aligned text hit testing. 2020-12-21 11:57:35 +02:00
Marcel Admiraal
efea408d23 Ensure default value in _render_shadow is the same as parent
Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
2020-12-21 09:36:20 +00:00
Marcel Admiraal
fdf92ca298 Rename XRPositionalTracker methods
Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
2020-12-21 06:32:53 +00:00
bruvzg
7d5a8ea0e9
Always include space characters (including tabs and other space-like chars) into selection rectangles. 2020-12-21 07:49:26 +02:00
Rémi Verschelde
bccbd4be90
Merge pull request #44261 from madmiraal/rename-trackerhand-enums
Rename TrackerHand enums
2020-12-21 00:26:44 +01:00
Exxion
583ab9ce7a Fixes collisions in Godot 3D physics 2020-12-19 21:52:33 -05:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde
2797c2a74c
Merge pull request #33207 from Calinou/increase-camera-default-zfar
Increase the default Camera Zfar to 4000
2020-12-19 15:32:32 +01:00
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.

This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).

This change was also applied to the editor, but it will only
apply to newly created scenes.

This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
reduz
666d5f3431 Fix error spam on wrong attachment
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz
7bf90c7888 Improved shadow rendering efficiency
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Yuri Roubinsky
fe4c8e387b Added support for constants in shader case and array size declaration 2020-12-17 11:51:18 +03:00
Rémi Verschelde
9e49dbda2a
Merge pull request #44360 from bruvzg/ctl_punct_word_break
Add word breaks on punctuation characters.
2020-12-17 09:02:01 +01:00
reduz
bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
Rémi Verschelde
92d4deedaa
Merge pull request #44286 from clayjohn/VULKAN-fixes
Fixes to recent Vulkan errors
2020-12-15 23:20:29 +01:00
Marcel Admiraal
9bc62bf449 Remove Generic6DOFJoint precision property 2020-12-15 10:14:48 +00:00
Rémi Verschelde
ddbdafbcf1
Merge pull request #44112 from winterpixelgames/PR-more-deterministic-and-reliable-2d-physics
make 2d constraint solving more deterministic by solving in push order
2020-12-15 08:45:30 +01:00