If user try to use a global shader variable in a fog type shader we are getting shader error. The reason of this there is a typo in the fog.cpp. I other well working shaders types like sky the "action.global_buffer_array_variable" is "global_shader_uniforms.data".
The investigation tracked here:
https://discord.com/channels/212250894228652034/1158918161337434172
This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
TAA + MSAA would make Godot request unnecessary flags for an MSAA
velocity texture. flags that were not even actually needed.
This was causing:
1. Unsupported GPUs to fail completely (e.g. Intel Arc 770)
2. Wrong codepaths to be followed (causing validation errors, possibly
crashes or glitches)
3. Unnecessary performance impact in all GPUs.
See
https://github.com/godotengine/godot/issues/71929#issuecomment-1722274359
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
I wanted to add this tool for years and always forget. This command line option:
```
$ godot.exe -e --debug-canvas-item-redraw
```
Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:
* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.
To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.