Commit graph

2574 commits

Author SHA1 Message Date
Brian Semrau
346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
Yuri Roubinsky
a6ddfecc9f Fix crash when opening a converted FogMaterial 2021-10-29 14:18:38 +03:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Rémi Verschelde
f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands 2021-10-28 17:10:52 +02:00
Rémi Verschelde
e2deec67b9
Merge pull request #54222 from JFonS/instance-fade 2021-10-28 16:05:55 +02:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
bruvzg
63f3051154 Implement TextServer strip_diacritics function. 2021-10-28 10:12:57 +03:00
Joan Fons
95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
reduz
d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
jfons
c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
JFonS
c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
jfons
88d9914519 Fix state inconsistencies in visibility dependencies. 2021-10-25 11:37:53 +02:00
Rémi Verschelde
b2ab5cb504
Merge pull request #54045 from ConteZero/primary_clipboard_linux_fix_warning 2021-10-23 19:13:34 +02:00
ConteZero
8c48b4a7e0 Fix primary clipboard warning 2021-10-23 15:50:01 +02:00
Camille Mohr-Daurat
d47481f190
Merge pull request #54124 from Uxeron/CenterOfMassRotationFix
Fix physics body rotating incorrectly around it's center of mass
2021-10-22 12:58:18 -07:00
Rémi Verschelde
f7e6ebcdb1
Merge pull request #54131 from nekomatata/fix-2d-body-center-of-mass-auto 2021-10-22 21:34:35 +02:00
Uxeron
2275e26476 Fix physics body rotating incorrectly around it's center of mass 2021-10-22 21:23:54 +03:00
PouleyKetchoupp
0a04602835 Fix RigidDynamicBody2D auto center of mass calculation
Should be changing the local center of mass, which is then transformed
into `center_of_mass`.
It was causing the center of mass to be always in (0,0) by default with
multiple shapes.
2021-10-22 11:08:53 -07:00
Rémi Verschelde
3bebbcacdb
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering 2021-10-22 19:34:09 +02:00
Rémi Verschelde
9f7218eb69
Merge pull request #54088 from madmiraal/remove-unimplemented-methods 2021-10-22 12:59:32 +02:00
Rémi Verschelde
fe3d62f2dc
Merge pull request #54110 from nekomatata/fix-rigid-body-update-collision-layer 2021-10-22 12:06:30 +02:00
PouleyKetchoupp
d804c34285 Fix RigidDynamicBody collision update after changing collision layer/mask
Changing the collision layer of a sleeping body was not triggering area
updates correctly.

Bodies need to be active for collision to be checked against already
overlapping bodies and areas.

Neighbors need to be activated too in order to handle the case where a
static body is modified (it can't be activated directly but paired
bodies need to check their collision again).

In 3D, moved the call to wakeup() from the physics server to
GodotBody3D::_shapes_changed to make it consistent with 2D and also
handle the case where shapes are modified (_shapes_changed is called in
both this case and collision layer changes).
2021-10-21 17:36:58 -07:00
Yuri Roubinsky
bbcf8ac672
Merge pull request #54082 from Chaosus/fix_shader_crash 2021-10-21 21:19:24 +03:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde
836f86688f
Merge pull request #54053 from nekomatata/fix-soft-body-disable-mode
Fix SoftDynamicBody3D crash when setting disable mode
2021-10-21 19:33:01 +02:00
Yuri Roubinsky
57fd362fe1 Prevent shader crash when passing constant expression to textureGather 2021-10-21 19:46:05 +03:00
Hugo Locurcio
e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Yuri Roubinsky
cacfb22365
Merge pull request #54063 from Chaosus/shader_fix_spatial_samplers 2021-10-21 19:12:43 +03:00
PouleyKetchoupp
e6f7235ffb Fix SoftDynamicBody3D crash when setting disable mode
Proper logic for changing physics state when disabled and disabled mode
is changed (it was unnecessarily making calls to re-initialize physics).

Extra error handling in soft body implementations to avoid crashes with
invalid mesh.
2021-10-21 08:56:12 -07:00
Rémi Verschelde
194b72821d
Merge pull request #54011 from nekomatata/center-of-mass-2d-transform 2021-10-21 11:41:56 +02:00
Yuri Roubinsky
9142df46b3 Fix built-in texture samplers passing for spatial shader mode 2021-10-21 12:32:32 +03:00
Yuri Roubinsky
5a354aaf6d Prevent a rendering crash and error spam for uniform texture array 2021-10-20 21:30:27 +03:00
Rémi Verschelde
da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Rémi Verschelde
8748247d6f
Merge pull request #53702 from ConteZero/primary_clipboard_linux 2021-10-20 16:35:04 +02:00
Bastiaan Olij
6794b6f10b Fix double _get_tracking_status declaration 2021-10-20 17:39:08 +11:00
PouleyKetchoupp
c1577e5a3f Fix 2D center of mass not updated from transform
Same logic as what was done in 3D, applied to 2D center of mass.

Also did some minor cleanup in 3D and fixed center of mass transform
during the first frame after teleporting a dynamic body.
2021-10-19 16:22:30 -07:00
Rémi Verschelde
244faf5588
Merge pull request #53972 from zedutch/fix-shader-time-update
Fix shaders using `TIME` not continuously updating
2021-10-19 16:37:55 +02:00
Rémi Verschelde
85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
Bastiaan Olij
96b707215d Add support for returning the play area from XRInterface 2021-10-19 21:17:04 +11:00
Rémi Verschelde
4387f9645b
Merge pull request #52940 from groud/toast_notification 2021-10-19 09:57:13 +02:00
Rémi Verschelde
483df71120
Merge pull request #53980 from nekomatata/rename-godot-physics-classes 2021-10-19 08:24:02 +02:00
Rémi Verschelde
723b988fde
Merge pull request #52210 from BastiaanOlij/enhance_xr_trackers 2021-10-19 08:11:32 +02:00
Rémi Verschelde
fbd701a128
Merge pull request #53960 from Klowner/audioserver-startplaybackstream-potential-leak 2021-10-19 08:09:45 +02:00
PouleyKetchoupp
cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00
Robin Arys
0e31465a59 Fix shaders that use TIME do not force editor to continuously update 2021-10-18 22:53:20 +02:00
Haoyu Qiu
2200544141 Validate enum range in RendererViewport::viewport_get_render_info 2021-10-18 22:58:38 +08:00
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