Commit graph

3853 commits

Author SHA1 Message Date
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde
a5e43daca1
Merge pull request #70929 from clayjohn/RD-mobile
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-05 12:57:46 +01:00
Rémi Verschelde
0668b64c32
Merge pull request #70924 from clayjohn/canvas-bg-bugs
Always try to clear render target before drawing 3D with Canvas BG mode
2023-01-05 12:57:39 +01:00
clayjohn
aaa9d626f3 Use proper indices for lights, decals, and reflection probes in mobile scene shader 2023-01-04 14:03:48 -08:00
clayjohn
72bc7e5a9d Always try to clear render target before drawing 3D with Canvas BG mode
This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2023-01-03 15:46:03 -08:00
Rémi Verschelde
0160fea1ce
Merge pull request #70884 from clayjohn/Depth-prepass
Ignore depth draw optimization when using depth draw alpha prepass
2023-01-03 23:23:29 +01:00
Rémi Verschelde
698ee56e54
Merge pull request #70638 from markusneg/cull-masked-shadows-gd4
Visual instance layers are regarded during shadow culling
2023-01-03 23:22:31 +01:00
clayjohn
062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Rémi Verschelde
8791e333da
Merge pull request #70624 from bruvzg/cur_sc
Improve `window_set_current_screen` and fix secondary window initial mode and positions.
2023-01-03 15:56:05 +01:00
Rémi Verschelde
432c0dee7c
Merge pull request #70708 from rburing/bind_pin_joint_set_param_2d
Bind setter and getter for pin joint parameters in `PhysicsServer2D`
2023-01-03 12:39:43 +01:00
Rémi Verschelde
151e1355e8
Merge pull request #63650 from fabriceci/apply-moving-platform-angular-velocity
Allow to apply the angular velocity of a moving platform
2023-01-03 12:39:35 +01:00
Rémi Verschelde
1b634c06d0
Merge pull request #69972 from adamscott/add-server-checks-before-free
Add safety-checks before some servers `free()`
2023-01-03 12:22:24 +01:00
Rémi Verschelde
6d7f6c1eb9
Merge pull request #70654 from Malcolmnixon/concave_collisions
Fix move_and_collide for concave CharacterBody3D objects
2023-01-03 12:20:11 +01:00
Adam Scott
ea33001b95 Add safety-checks before some servers free() 2022-12-29 16:23:38 -05:00
Ricardo Buring
6bc313c765 Bind setter and getter for pin joint parameters in PhysicsServer2D 2022-12-29 17:36:08 +01:00
bruvzg
f7955633de
Improve window_set_current_screen and fix secondary window initial mode and positions. 2022-12-29 09:43:39 +02:00
Malcolm Nixon
dfa2a0c9ae Remove unnecessary bail-out if shape A is concave. The test for A being concave is already performed later. 2022-12-27 20:45:43 -05:00
Markus Grafen
041b64ea7e visual instance layers are regarded during shadow culling
Partially cherry-picked from 16517ecb. Todos:
- setting Camera cull_mask should mark affected shadows dirty somehow
2022-12-27 18:43:53 +01:00
Bastiaan Olij
8bf16b0ce5 Fix errors related to reflection probe now using a render buffers object 2022-12-26 22:23:22 +11:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde
d8a0382e3f
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
Move SDFGI update logic into clustered renderer
2022-12-23 23:43:56 +01:00
Rémi Verschelde
2e07477751
Merge pull request #70214 from Ansraer/speed-maybe
[4.x] Use depth prepass to increase opaque render performance
2022-12-23 23:43:50 +01:00
Ansraer
d44a91c2f7 use depth prepass to increase performance 2022-12-23 17:15:46 +01:00
Mikael Hermansson
c1379523ea Bind methods related to disabling collision between joint bodies 2022-12-23 14:16:33 +01:00
Bastiaan Olij
65ca9e6924 Move SDFGI update logic into clustered renderer 2022-12-24 00:00:11 +11:00
Rémi Verschelde
1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
Added options for sorting transparent objects (port of PR #63040)
2022-12-23 09:47:24 +01:00
Bastiaan Olij
e886a7af81 Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
Bastiaan Olij
6f4f38db07 Added options for sorting transparent objects (port of PR 63040) 2022-12-23 19:30:33 +11:00
Rémi Verschelde
56b828eb82
Merge pull request #70457 from clayjohn/RD-particles-update
Avoid updating particles during 2D rendering
2022-12-23 09:11:58 +01:00
Rémi Verschelde
13850d7812
Merge pull request #70455 from clayjohn/RD-particle-trail
Check for disabled particle trail particle before initializing particle trail
2022-12-23 09:11:48 +01:00
Yuri Rubinsky
f28348fc5c Fix shader crash when using boolean type for vertex->fragment varyings 2022-12-23 07:47:49 +03:00
clayjohn
41021b07be Avoid updating particles during 2D rendering
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-22 12:04:34 -07:00
clayjohn
4d301ee21e Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
Rémi Verschelde
291add339f
Merge pull request #70422 from clayjohn/RD-trails
Disable particle trails particles when parent parent is not active.
2022-12-21 23:38:04 +01:00
clayjohn
eb10c71d6c Disable particle trails particles when parent parent is not active. 2022-12-21 15:19:57 -07:00
Rémi Verschelde
29464cb9dc
Merge pull request #70418 from clayjohn/RD-particles
Ensure that particles are processed at least once before being used
2022-12-21 22:46:30 +01:00
clayjohn
886cae515c Ensure that particles are processed at least once before being used 2022-12-21 14:06:05 -07:00
Rémi Verschelde
5ad02aa08d
Merge pull request #67111 from DarkKilauea/nav-queries-link
Added signal to NavigationAgent when entering a link
2022-12-21 19:38:20 +01:00
Rémi Verschelde
63f95c0e58
Merge pull request #70366 from quentinguidee/refactoring/fix-double-get-singleton
Fix double get_singleton()
2022-12-21 09:27:02 +01:00
Rémi Verschelde
4f3ec4121a
Merge pull request #70350 from Chaosus/stringname_operator
Add missing != operator to `StringName`
2022-12-21 09:21:32 +01:00
MrBlockers
569ead5762 Add optional arguments to AudioStreamRandomizer
Adds stream and weight parameters to add_stream. By default, weight is
1.0f.
2022-12-20 18:48:02 -05:00
Quentin Guidée
d9c05f7fbd
Fix double get_singleton()
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20 14:26:15 -05:00
Yuri Rubinsky
522d4243bf Add missing != operator to StringName 2022-12-20 17:25:54 +03:00
Rémi Verschelde
f318d60e06
Merge pull request #65376 from reduz/astc-support
Implement basic ASTC support
2022-12-20 12:44:30 +01:00
Juan Linietsky
71d21c7ccb Implement basic ASTC support
Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.

The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.

ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.

Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
2022-12-20 11:26:30 +01:00
Rémi Verschelde
1dad415131
Merge pull request #70300 from RandomShaper/depth_format
Ensure depth buffer format picked actually supports full intended usage
2022-12-19 17:11:24 +01:00
Rémi Verschelde
adc1096b19
Merge pull request #70219 from bruvzg/msdf_outline_scaling
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
2022-12-19 16:26:56 +01:00
Rémi Verschelde
f117487ddb
Merge pull request #70236 from quentinguidee/refactor/delete-nullptr
AudioServer: Remove redundant nullptr check before `delete`
2022-12-19 16:26:39 +01:00
Pedro J. Estébanez
d8283550e6 Ensure depth buffer format picked actually supports full intended usage 2022-12-19 16:23:33 +01:00
Rémi Verschelde
e9f3e7111f
Merge pull request #70237 from quentinguidee/refactor/fix-comma-instead-of-semicolon
Fix use of comma instead of semicolon
2022-12-18 16:55:10 +01:00