Commit graph

1718 commits

Author SHA1 Message Date
clayjohn
9d341acf2d Add fog to sky shaders 2020-08-19 22:58:14 -07:00
Juan Linietsky
9c5c1635b2
Revert "Fixes for windows in X11 tiling WMs" 2020-08-19 12:37:59 -03:00
Juan Linietsky
6a5ecfdef1 Restored fog (non volumetric).
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
2020-08-13 22:09:22 -03:00
Juan Linietsky
079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
clayjohn
cf07a58a5f Improve the quick hash function for all GPUs 2020-08-01 17:48:40 -07:00
Markus Sauermann
8335f00949 Wake up RigidBody 2D after applying torque 2020-08-01 14:36:24 +02:00
Brian Semrau
63dfe79fbe Fixed next_pass materials not being drawn 2020-07-28 10:51:41 -04:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Rémi Verschelde
c845e20add Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 7eebb06b55.
2020-07-27 22:45:01 +02:00
Rémi Verschelde
b19b896e06
Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixes
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:25:53 +02:00
PouleyKetchoupp
8c05dadcff Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-26 20:06:07 +02:00
Rémi Verschelde
3842e8c465
Merge pull request #38727 from Riteo/tiling-wm-issues-tests
Fixes for windows in X11 tiling WMs
2020-07-26 17:41:28 +02:00
Juan Linietsky
acf32e87d5 Fixes RenderingServer crashes reported by #39951
Supersedes #40026
2020-07-23 07:58:23 -03:00
Lorenzo Cerqua
d670a49612 DisplayServer: separate window showing into another function
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.

This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.

Fixes #37930
2020-07-23 07:58:10 +02:00
Juan Linietsky
ee7c98da7c Refactor light clustering
Move from high end to shared, so all renderers use clustering.
2020-07-22 20:39:51 -03:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Andy Maloney
8b949918b1 Fix spelling of a var, a struct, and message output 2020-07-17 12:02:06 -04:00
Rémi Verschelde
c8523038cc
Merge pull request #40268 from DanielZTing/master
Fix cancel/OK button order on macOS
2020-07-15 09:21:04 +02:00
Yuri Roubinsky
1a5cafebc9
Merge pull request #40389 from Chaosus/fix_shader
Fix some incorrect conversions which lead to crash in shaders
2020-07-15 08:49:59 +03:00
Yuri Roubinsky
01950553f2 Fix some incorrect conversions which lead to crash in shaders 2020-07-14 21:04:12 +03:00
Juan Linietsky
13e0385702 Properly pass safe margin on initialization.
Fixes jitter.
2020-07-14 10:19:58 -03:00
Rémi Verschelde
9678a41b19
Merge pull request #40272 from clayjohn/VULKAN-time-slicing
Add incremental update mode to sky
2020-07-11 10:00:39 +02:00
clayjohn
a54f93c169 Add incremental update mode to sky 2020-07-11 00:10:15 -07:00
Rémi Verschelde
d0cea291d2
Merge pull request #40193 from KoBeWi/dem_pikks
Allow Area2D and 3D mouse events without collision layer
2020-07-11 00:26:56 +02:00
Rémi Verschelde
21e1ff4bb0
Merge pull request #40266 from Chaosus/fma_fix
Enables 'fma' for GLES2
2020-07-11 00:18:50 +02:00
Daniel Ting
9605fc54c7 Fix cancel/OK button order on macOS
The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
Yuri Roubinsky
3eeb272b2e Enables 'fma' for GLES2 2020-07-10 22:21:22 +03:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Tomasz Chabora
7eebb06b55 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-10 13:23:20 +02:00
Marcel Admiraal
7eb0fcdb1a Remove elements from monitored_bodies and monitored_areas as they are
processed before calling the callback, instead of after they have all
been processed, because the callbacks may readd them.
2020-07-04 10:17:57 +01:00
bruvzg
df968d577a
[macOS] Implement seamless display scaling. 2020-07-04 10:36:33 +03:00
Cevantime
23f7d2c29d fix laxist collision detection on one way shapes 2020-07-03 11:24:15 +02:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde
3fb5faaceb
Merge pull request #40018 from Faless/js/more_improvements_4.0
HTML5 fixes, refactor, audio fallback, fixed FPS.
2020-07-02 07:22:43 +02:00
Fabio Alessandrelli
a9b7dd25df Add default 50ms output_latency web override.
Hopefully a good tradeoff between latency and performance on most
browsers.
2020-07-01 17:16:13 +02:00
Rémi Verschelde
9000e59650
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
2020-07-01 16:28:48 +02:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Yuri Roubinsky
c554d9e556 Added const qualifier support for function arguments in shaders 2020-07-01 12:55:00 +03:00
Rémi Verschelde
27605769c4
Merge pull request #35633 from Xrayez/physics-shape-property
Expose shape property for shape query parameters classes
2020-06-30 13:57:23 +02:00
Rémi Verschelde
5a33c77f0a
Merge pull request #39953 from neikeq/fix-missing-defval-regr-from-39827
Fix missing DEFVAL in RenderingDevice.storage_buffer_create
2020-06-30 09:40:43 +02:00
Rémi Verschelde
8e8699e36b
Merge pull request #39894 from madmiraal/fix-39768
Trigger broadphase update when changing collision layer/mask.
2020-06-29 21:34:45 +02:00
Ignacio Etcheverry
7c3ff85c71 Fix missing DEFVAL in RenderingDevice.storage_buffer_create 2020-06-29 17:13:09 +02:00
Juan Linietsky
b1aa24ea3c Slight occlusion improvements. 2020-06-28 09:11:21 -03:00
Marcel Admiraal
79d3d3d17b Trigger broadphase update when changing collision layer/mask, and
check for collision layer/mask changes in 2D hash grid broadphase update.
2020-06-27 18:34:16 +01:00
Rémi Verschelde
ff0583770a
Merge pull request #39869 from Chaosus/shader_fix_return
Prevents usage of return in main shader functions
2020-06-27 17:03:42 +02:00
Yuri Roubinsky
2ce77e4b57 Prevents usage of return in main shader functions 2020-06-27 17:36:45 +03:00
qarmin
997d367b51 Fixes recently introduced shader leaks 2020-06-27 15:08:20 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Andrii Doroshenko (Xrayez)
da3fbc0296 Expose shape property for shape query parameters classes
Co-authored-by: PouleyKetchoupp <pouleyketchoup@gmail.com>
2020-06-26 16:54:05 +03:00
Yuri Roubinsky
b6ca9536f2 Fix few places in shaders where const passing still incorrect 2020-06-25 10:40:19 +03:00
Marcel Admiraal
8ffe905c45 Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:20:26 +01:00
Yuri Roubinsky
636a9d9f50 Implemented global const array to shaders 2020-06-19 16:04:54 +03:00
Rémi Verschelde
93d79023ad
Merge pull request #39541 from Ev1lbl0w/feature/disable-rendering
Expose disable_render_loop property to GDScript
2020-06-16 20:48:41 +02:00
Ev1lbl0w
03879a564a
Expose disable_render_loop property to GDScript 2020-06-16 15:43:44 +01:00
Rémi Verschelde
d3c10e8dd6
Merge pull request #39457 from bruvzg/kbd_layouts
Add keyboard layout enumeration / set / get functions.
2020-06-15 11:10:34 +02:00
Marcel Admiraal
62142c5416 Ensure pair callback data is set to null when it's null. 2020-06-13 14:43:25 +01:00
bruvzg
92352b1c23
Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11), remove latin variant function. 2020-06-13 11:02:00 +03:00
Marcel Admiraal
a442526744 Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D. 2020-06-08 17:46:21 +01:00
jfons
af3f9a854e Minor fix on GLSL shader parser 2020-06-06 19:53:16 +02:00
Marcel Admiraal
b5e31b70dc Correct misspellings of damped spring. 2020-06-04 18:07:24 +01:00
Yuri Roubinsky
1a7e101324 Fix shader's length() function parsing in expressions 2020-06-03 19:39:48 +03:00
Aaron Franke
e5ae89775a
Remove 32-bit String hex_to_int method 2020-06-03 00:03:34 -04:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
lawnjelly
61b3eb3b28 Light2D shadow mask construction fix
When using the default setting (layer 1 set only) nothing is stored in the tscn file for a Light2D, hence it relies on the value in the constructor.

The problem is the constructed value is 1 in Light2D, and -1 in RasterizerCanvas::Light. -1 results in all bits being set so all occluders are shown, rather than just those in layer 1.

This PR changes Rasterizer::Canvas constructor to set to 1. An alternative is to have -1 as the value for layer 1 throughout.

(cherry picked from commit bf54fa5a62)
2020-06-02 10:37:01 +02:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde
0b8cb945cf doc: Sync classref with current source 2020-05-20 15:29:37 +02:00
Rémi Verschelde
aec07538f4
Merge pull request #38309 from SkyLucilfer/AndroidLineEdit
Fix Android LineEdit editing bugs
2020-05-20 11:45:59 +02:00
Rémi Verschelde
ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Rémi Verschelde
37efaad8fb
Merge pull request #38816 from Faless/js/fix_audio_driver_4.0
AudioDriverJavaScript buffer size calculation.
2020-05-18 13:43:24 +02:00
Fabio Alessandrelli
90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
Rémi Verschelde
c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.

Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.

Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
2020-05-18 10:58:14 +02:00
SkyJJ
cc473b948f Fix Android LineEdit editing bugs 2020-05-16 17:55:27 +02:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
a1aaed5a84 Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2020-05-14 13:51:45 +02:00
Rémi Verschelde
dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
092b2bd36f
Merge pull request #38691 from madmiraal/fix-eq-uninitialised-warning
Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings.
2020-05-12 11:50:50 +02:00
Marcel Admiraal
d02143905f Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings. 2020-05-12 09:47:39 +01:00
qarmin
d27f640a32 Fixes memory leak with lightmap part 2 2020-05-12 10:11:17 +02:00
qarmin
84867275bb Fix memory leak with light maps 2020-05-11 21:04:39 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde
94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde
03b13e0c69 Style: Add missing copyright headers 2020-05-10 13:12:16 +02:00
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Rémi Verschelde
ff5dfcdf68 Revert "register RenderingDevice as gdscript singleton"
This reverts commit 1058a57666.

RenderingDevice is meant to be instantiated in scripts, not a singleton.
This actually doesn't work properly right now, but reduz will fix it.
2020-05-09 22:18:32 +02:00
Hugo Locurcio
3a11baaeac
Turn the anisotropic filtering setting into an enum
Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.

This also improves property hints for MSAA and FXAA.
2020-05-08 12:07:35 +02:00
Rémi Verschelde
bef52957d0
Merge pull request #38226 from Calinou/increase-camera3d-fov
Increase the default Camera3D field of view to 75
2020-05-07 21:16:21 +02:00
Rémi Verschelde
5940ca650e
Merge pull request #38406 from clayjohn/VULKAN-sun-diameter
Calculate sun diameter even when not using shadows
2020-05-03 18:14:36 +02:00
Philip Whitfield
1058a57666 register RenderingDevice as gdscript singleton 2020-05-03 12:01:38 +02:00
clayjohn
34ee273e20 Calculate sun diameter even when not using shadows 2020-05-01 22:22:35 -07:00
Hugo Locurcio
ccc4f3899c
Increase the default Camera3D field of view to 75
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.

Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.

Since this changes the default value, this may break existing projects
slightly.

For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
2020-05-01 14:03:27 +02:00