Commit graph

4105 commits

Author SHA1 Message Date
clayjohn
4aab9cbdfc Fix GPUParticles not rendering in doubles build of the engine.
real_t was mistakenly used in uniform structs causing a mismatch between the GPU uniform and the CPU uniform
2022-11-09 08:58:04 -08:00
Rémi Verschelde
f4c354630a
Merge pull request #68440 from clayjohn/redraw-TIME
Request redraw in OpenGL3 and mobile renderers when TIME used in shader
2022-11-09 08:58:06 +01:00
clayjohn
a1c3591461 Request redraw in OpenGL3 and mobile renderers when TIME used in shader 2022-11-08 22:52:11 -08:00
David Snopek
23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
kobewi
d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
Rémi Verschelde
e2b39bfdc4
Merge pull request #68346 from Calinou/particles-rename-trail-length-property
Rename GPUParticles2D/3D's `trail_length_secs` to `trail_lifetime`
2022-11-07 15:05:55 +01:00
Hugo Locurcio
ab7a807f2b
Rename GPUParticles2D/3D's trail_length_secs to trail_lifetime
The property already has a "seconds" suffix in the inspector.
The "lifetime" term makes it more obvious that the property is
specified as time, not a distance in units.

The property hint now allows manually entering values greater than
10 seconds.

The internal rendering value's default now matches the particles
nodes' default.
2022-11-07 13:37:40 +01:00
Gábor Pál Korom
6865d2d002 Surface AABBs are now set for mesh surfaces even in headless mode. Sponsored by Migeran (https://migeran.com). 2022-11-07 12:53:03 +01:00
clayjohn
5f4a561f6c Scale light shadow bias by soft_shadow_scale to reduce shadow acne on high quality settings 2022-11-06 10:49:55 -08:00
kobewi
1778301cd0 Add call_deferred() method to Callable 2022-11-04 17:24:34 +01:00
Patrick Dawson
e56fc6b338 Expose vertex_array_create 2022-11-03 22:14:55 +01:00
David Snopek
7fb8b931d7 Collapse three seperate texture storage methods into render_target_set_override() 2022-11-03 13:03:30 -05:00
Patrick Dawson
71d8de2763 Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
Rémi Verschelde
2c0544a7b8
Merge pull request #67878 from clayjohn/RD-particles-amount
Correctly set number of particle dispatches when setting view axis
2022-11-03 00:32:20 +01:00
Rémi Verschelde
08d56ac2f1
Merge pull request #66747 from aaronfranke/move-euler-order
Move EulerOrder enum to math_defs.h and global scope
2022-11-02 22:37:12 +01:00
Mariano Javier Suligoy
a39ac1383b Avoid memory corruption when GodotConvexPolygonShape3D is setup more than once 2022-11-02 16:16:18 -03:00
Aaron Franke
8556fdd4bc
Move EulerOrder enum to math_defs.h and global scope 2022-11-02 13:44:13 -05:00
Rémi Verschelde
f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00
Rémi Verschelde
604abb434f
Merge pull request #52350 from BimDav/viewport_canvas_cull
Added Viewport canvas cull mask feature
2022-11-02 17:14:24 +01:00
Rémi Verschelde
cb1931b271
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-02 17:12:20 +01:00
Yuri Rubinsky
0a85d3b0cc Fix predefined constants to be accessible in the shader includes 2022-11-01 19:53:05 +03:00
Rémi Verschelde
a2c0ea248d
Merge pull request #62418 from Calinou/movie-maker-warn-on-low-disk-space
Warn if available disk space is low when Movie Maker mode is enabled
2022-11-01 08:21:27 +01:00
Rémi Verschelde
5dfde1e7bd
Merge pull request #68082 from Klowner/softbody3d-reoptmizelinkorder-crash-fix
Avoid GodotSoftBody3D.reoptimize_link_order() crash if <2 nodes available.
2022-11-01 08:20:15 +01:00
Hugo Locurcio
264ce15a83
Warn if available disk space is low when Movie Maker mode is enabled
Saving movies can require a lot of disk space, and running out of disk
space may cause the entire recording to have to be redone.

This also prints a message on startup to state that Movie Maker mode
is enabled, along with the requested framerate. Since Movie Maker mode
forces non-real-time simulation, it's important to know that it is
enabled when starting the project.
2022-11-01 00:02:55 +01:00
Mark Riedesel
7d1a159ba1 Add safety check for at least 2 nodes and 1 link to GodotSoftBody3D.reoptimize_link_order() before proceeding. Fixes #61474 2022-10-31 10:14:02 -05:00
bruvzg
9f46bf44cd
[DisplayServer] Hide internal window creation/deletion methods and expose some missing methods. 2022-10-31 16:17:45 +02:00
BimDav
fcb9be66a2 Viewport canvas cull mask feature
Co-authored-by: Valentin Zagura <puthre@gmail.com>
2022-10-31 14:09:49 +01:00
Raul Santos
82dac64659
Change exclude property in PhysicsRayQueryParameters3D to TypedArray
Change type of exclude property from `Vector<RID>` to `TypedArray<RID>` which is consistent with the 2D version.
2022-10-31 13:44:46 +01:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde
be126d42d4
Merge pull request #67588 from KoBeWi/if(!GDVIRTUAL_CALL)don't
Simplify GDVIRTUAL_CALL calls
2022-10-31 11:55:56 +01:00
Yuri Rubinsky
099f127cc3
Make code generation for shader boolean uniform instances easier 2022-10-31 11:52:52 +01:00
Rémi Verschelde
87545bf873
Merge pull request #67519 from BastiaanOlij/change_xr_pre_draw_viewport
Changing timing of call to xr_interface->pre_draw_viewport
2022-10-31 11:08:34 +01:00
Rémi Verschelde
3312d0a87b
Merge pull request #67907 from clayjohn/RD-model-matrix
Correctly rename to read_model_matrix when using shader builtins that rely on model matrix
2022-10-31 11:07:24 +01:00
Rémi Verschelde
d147adc591
Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups
Ensure vulkan subgroups are disabled for MoltenVK
2022-10-31 10:53:30 +01:00
Yuri Rubinsky
11e1bac768
Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances 2022-10-28 23:17:23 +03:00
Clay John
04ac91f786
Merge pull request #67790 from kdada/fix-flash-window
Make creating window do not flicker when specify custom position
2022-10-28 13:02:58 -07:00
clayjohn
2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00
Yuri Rubinsky
468762b3b7
Merge pull request #67498 from Chaosus/fix_shader_crash 2022-10-28 09:25:07 +03:00
clayjohn
31c1a06ab5 Fix ss_effects_flags uniform in clustered forward renderer
This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
2022-10-27 15:37:38 -07:00
Clay John
aa989cb26f
Merge pull request #64382 from peastman/support
Optimized support function for large meshes
2022-10-27 12:40:39 -07:00
Clay John
0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -07:00
Clay John
8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
Clay John
e1caa8797b
Merge pull request #67043 from clayjohn/clip_children
Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27 09:59:27 -07:00
Clay John
682156e1f0
Merge pull request #66383 from aaronfranke/basis-from-euler
Clean up Basis from Euler code
2022-10-27 09:44:21 -07:00
Andreas Raddau
a5828cd0e3 Improved consistency between vector field texture and world space 2022-10-27 15:43:24 +02:00
Gordon MacPherson
381d457a2a Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all.

Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
Gordon MacPherson
56df8d5f19 Fix EXE_BAD_ACCESS caused by optional argument
This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
2022-10-26 19:33:35 +01:00
clayjohn
020ac29fc3 Correctly rename to read_model_matrix when using shader builtins that rely on model matrix 2022-10-26 09:45:35 -07:00
clayjohn
3d28cb3cd3 Correctly set number of particle dispatches when setting view axis 2022-10-25 12:05:40 -07:00
Wei Guo
d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
Clay John
4134f2a464
Merge pull request #67566 from Sauermann/fix-code-simplifications
Code simplifications
2022-10-23 17:02:04 -07:00
Anders Stenberg
bbb1f900dd Fix cluster_render.glsl failing on some Macs
Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
2022-10-22 12:27:13 +02:00
MrBlockers
0c4fd03f40 Fix draw_primitive ignoring texture argument 2022-10-21 21:35:13 -04:00
Aaron Franke
7f9a8c99c9
Clean up Basis from Euler code 2022-10-21 17:54:49 -05:00
Cykyrios
44b93006c4 Fix RigidBody3D inertia calculation 2022-10-19 23:26:20 +02:00
Peter Eastman
562aa1bf76 Optimized support function for large meshes 2022-10-18 19:54:29 -07:00
kobewi
d06a8320e5 Simplify GDVIRTUAL_CALL calls 2022-10-19 00:05:48 +02:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Markus Sauermann
b8031bb7d6 Code simplifications
1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.

2. sqrt(a * a) = abs(a) for doubles

3. Simplify affine_inverse combination

4. Simplify calculation in shaders
2022-10-18 12:47:40 +02:00
Bastiaan Olij
b742b4c6e6 Changing timing of call to xr_interface->pre_draw_viewport 2022-10-17 14:19:01 +11:00
Yuri Rubinsky
926d4ebb28 Fix editor crash when assigning some uniform hints to the textures 2022-10-16 19:55:08 +03:00
clayjohn
b6f44859d7 Implement multiple clip_children modes for CanvasItems 2022-10-14 08:02:28 -07:00
kobewi
072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
clayjohn
09b1a6f85f Improve behaviour of clip_children by clipping
to parent alpha value, but still retaining
parent color
2022-10-13 18:35:12 -07:00
Juan Linietsky
71d2e38cb5 Optimize Convex Collision
Implements the Gauss Mapping optimization to SAT convex collision test.

* Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius.
* Requires adding of face information to edges in MeshData
* Took the chance to convert MeshData to LocalVector for performance.
2022-10-13 19:07:53 +02:00
Rémi Verschelde
367a9b8056 Merge pull request #67335 from clayjohn/GLES3-2d-lights
Add 2D lights to OpenGL3 canvas renderer
2022-10-13 09:05:36 +02:00
Rémi Verschelde
0aa2d70613 Merge pull request #67320 from Calinou/fix-volumetric-fog-low-density
Fix volumetric fog not rendering at densities lower than or equal to 0.001
2022-10-13 09:05:30 +02:00
Rémi Verschelde
f2bd389e21 Merge pull request #67307 from TechnoPorg/lod-radial-distance
Use radial distance for making LOD decisions.
2022-10-13 09:05:00 +02:00
clayjohn
e600fb93a5 Add 2D lights to OpenGL3 canvas renderer
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-12 17:55:01 -07:00
Hugo Locurcio
6aebc7b66e
Fix volumetric fog not rendering at densities lower than or equal to 0.001
This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
2022-10-13 00:45:49 +02:00
TechnoPorg
b04350828e Use radial distance for making LOD decisions.
Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
2022-10-12 07:21:42 -06:00
Clay John
18d2035a3d
Merge pull request #67110 from Chaosus/fix_incorrect_vec3_ubo_fill
Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
2022-10-11 12:24:48 -07:00
Rémi Verschelde
6da55cd94b
Merge pull request #67270 from RandomShaper/slim_usage_msaa_attachment
Restrict MSAA attachment usage to the strictly needed set
2022-10-11 21:16:11 +02:00
Pedro J. Estébanez
ee91531998 Restrict MSAA attachment usage to the strictly needed set 2022-10-11 20:33:21 +02:00
Rémi Verschelde
6d534f6e89 Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-es
Rename remaining "*_enable" to "*_enabled"
2022-10-11 16:17:02 +02:00
Rémi Verschelde
422c398962 Merge pull request #67176 from cooperra/negative-scale-culling-fix
Vulkan Clustered: Fix culling of negatively-scaled objects
2022-10-11 09:27:34 +02:00
Rémi Verschelde
58eff50bf1 Merge pull request #64268 from timothyqiu/is-finite
Add `is_finite` method for checking built-in types
2022-10-11 09:25:46 +02:00
Rémi Verschelde
3306ffefd1 Merge pull request #67000 from RandomShaper/split_render_further
Polish rendering driver refactor further
2022-10-11 09:23:32 +02:00
Rémi Verschelde
8017827144 SCons: Re-enable treating #warning as error with werror
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
bruvzg
73430f292b
[macOS] Fix window button position and title bar size when editor scale do not match OS UI scale. 2022-10-10 10:32:41 +03:00
Robbie Cooper
79d3e090cd Vulkan Clustered: Fix culling of negatively-scaled objects
Negatively scaled objects should be mirrored. This is already implemented, but it breaks when mirrored and non-mirrored instances of the same object are visible together.

It turns out that the code that skips-over repeats in `RenderForwardClustered::_render_list_template` also skips the code that accounts for the culling mode of mirrored objects.

The solution here is to consider the `mirror` flag when determining repeats. This might result in more draw commands than necessary since a mirrored object can split a group of non-mirrored instances in two.

This problem doesn't appear in the mobile renderer because the repeat optimization isn't implemented there yet.

The problem still appears in MultiMeshInstance3D in *all* renderers.

Fixes #62879 and #58546.
2022-10-10 03:20:59 -04:00
Yuri Rubinsky
f4db4bb7a2 Fix incorrect setup of boolean uniform instances 2022-10-09 08:50:18 +03:00
Yuri Rubinsky
816600382e Fix incorrect offset for vec3 datatypes in _fill_std140_ubo_empty 2022-10-09 06:32:50 +03:00
Rémi Verschelde
658929997d Merge pull request #67051 from clayjohn/CanvasGroup-clear
Allow clearing backbuffer after finishing CanvasGroup
2022-10-08 13:55:48 +02:00
Haoyu Qiu
5da515773d Add is_finite method for checking built-in types 2022-10-08 13:25:08 +08:00
clayjohn
4765e5fa64 Allow clearing backbuffer after finishing CanvasGroup
This avoids an issue where having multiple CanvasGroups overlap
would create a weird artifact
2022-10-07 14:13:40 -07:00
clayjohn
7465455079 Fix material overlay overriding shadow casting logic
Material overlay should only cast a shadow if it can cast a shadow and
the instance can cast a shadow
2022-10-07 10:15:39 -07:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Rémi Verschelde
aa20941e68 Merge pull request #67016 from bruvzg/split_caret_dir_marker
Add split caret direction markers. Fix block/overtype caret size.
2022-10-07 09:15:14 +02:00
Rémi Verschelde
29f017378e Merge pull request #66861 from clayjohn/GLES3-mono-ubo
Use a giant UBO to optimize performance in 2D [OpenGL3]
2022-10-07 09:14:13 +02:00
bruvzg
a750ca7ec1
Add split caret direction markers. Fix block/overtype caret size. 2022-10-07 08:45:52 +03:00
Rémi Verschelde
17c62a692e
Merge pull request #66756 from BastiaanOlij/fix_ssr
Fixing artifacts in SSR
2022-10-06 22:27:49 +02:00
Pedro J. Estébanez
24ff292999 Polish rendering driver refactor further
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06 21:08:54 +02:00
clayjohn
154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
Rémi Verschelde
61021c08f8 Merge pull request #66936 from mihe/inverse-inertia-tensor
Bind PhysicsDirectBodyState3D::get_inverse_inertia_tensor
2022-10-06 08:57:37 +02:00
Rémi Verschelde
48e6f84295 Merge pull request #66951 from rburing/restore_recovery_as_collision
Revert "Turn on recovery as collisions only for floor snapping"
2022-10-06 08:56:44 +02:00
Ricardo Buring
311cdd2571 Revert "Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor."
This reverts commit 10395f5df2.
2022-10-05 22:51:29 +02:00
Mikael Hermansson
8dc15aac38 Bind PhysicsDirectBodyState3D::get_inverse_inertia_tensor 2022-10-05 17:18:49 +02:00
Rémi Verschelde
d935235e9c Merge pull request #66922 from BastiaanOlij/fix_direct_shadow
Make sure atlas rect for directional lights is calculated using floats
2022-10-05 13:38:24 +02:00
Bastiaan Olij
aba356e882 Make sure atlas rect for directional lights is calculated using floats 2022-10-05 22:12:57 +11:00
Rémi Verschelde
ecd4ab1e14 Merge pull request #66683 from clayjohn/SRGB-canvasitem
Default CanvasItem materials to use sRGB space for uniform colors
2022-10-05 11:44:52 +02:00
Rémi Verschelde
5b6ccf2fd2 Merge pull request #66720 from qarmin/unintialized_memory
Remove usage of unitialized variables
2022-10-05 11:42:47 +02:00
Rémi Verschelde
3a2b0ab73d Merge pull request #66898 from aaronfranke/proj-mat-columns
Rename Projection `matrix` to `columns`
2022-10-05 08:35:26 +02:00
Rémi Verschelde
7af09c27f8 Merge pull request #66915 from timothyqiu/indexing
Fix crash when executing `RenderingServer.mesh_surface_get_format_offset`
2022-10-05 08:31:49 +02:00
Haoyu Qiu
909c905d28 Fix crash when executing RenderingServer.mesh_surface_get_format_offset 2022-10-05 13:07:10 +08:00
Bastiaan Olij
c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Aaron Franke
2cea42cc7f
Rename Projection matrix to columns 2022-10-04 12:34:19 -05:00
Bastiaan Olij
d09ad714bf Fixing artifacts in SSR 2022-10-04 23:47:13 +11:00
Rémi Verschelde
e5aa5eb806 Merge pull request #66780 from dsnopek/webxr-emulator-fix
Fix rendering in the WebXR emulator
2022-10-04 12:21:27 +02:00
Bastiaan Olij
02b0c22e38 Moving SSEffects settings into class 2022-10-04 11:03:36 +11:00
Bastiaan Olij
ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
Rémi Verschelde
0a2a050520 Merge pull request #66813 from Chaosus/fix_uniform_crash
Fix global uniform crash at editor startup
2022-10-03 14:52:51 +02:00
Yuri Rubinsky
a2c32590ee Fix global uniform crash at editor startup 2022-10-03 15:06:20 +03:00
Rémi Verschelde
54418ea659 Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always
true.
2022-10-03 11:23:26 +02:00
clayjohn
3126619aa5 Update Instance flags in shaders to match instance flags in engine 2022-10-02 21:37:06 -07:00
David Snopek
ec5c4709bd Fix rendering in the WebXR emulator 2022-10-02 13:49:53 -05:00
Rafał Mikrut
2233624152 Remove usage of unitialized variables 2022-10-01 21:09:22 +02:00
clayjohn
06d0e56559 Default CanvasItem materials to not convert uniform colors to linear space.
The 2D renderer in Godot is totally in sRGB space so it is appropriate
to keep 2D uniform colors in sRGB space
2022-09-30 15:15:11 -07:00
Rémi Verschelde
166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Rémi Verschelde
67961d875d Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-30 09:59:45 +02:00
Rémi Verschelde
300befdc9e Merge pull request #66641 from timothyqiu/null-joint
Fix crash when executing `PhysicsServer2D.joint_clear`
2022-09-30 09:59:09 +02:00
Rémi Verschelde
fe40c52be8 Merge pull request #66638 from timothyqiu/rendering-null
Add various null checks in RenderingServer
2022-09-30 09:58:58 +02:00
Rémi Verschelde
7a0500d9a3 Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
Haoyu Qiu
8320e12ac1 Fix crash when executing PhysicsServer2D.joint_clear 2022-09-30 10:36:05 +08:00
Haoyu Qiu
ffdac72eaa Add various null checks in RenderingServer 2022-09-30 10:18:14 +08:00
danboo
eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
Rémi Verschelde
f5f4d9bf00 Merge pull request #66143 from DarkKilauea/nav-queries-agent
Update NavigationAgent to use query_path
2022-09-29 15:33:25 +02:00
Rémi Verschelde
6991e9b43d Merge pull request #66583 from bruvzg/constexpr
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
2022-09-29 10:44:22 +02:00
Rémi Verschelde
315a71103e Merge pull request #66565 from clayjohn/canvas-lights
Clean up canvas light shader API.
2022-09-29 10:43:42 +02:00
bruvzg
ea1848ce0a
Use constexpr in the conditions with template parameters and sizeofs to suppress C4127 warnings. 2022-09-29 10:38:21 +03:00
Josh Jones
a2c53b881b Update NavigationAgent to use query_path
This paves the way for having agents respond to link traversal.
2022-09-28 23:01:12 -06:00
Rémi Verschelde
6b5880b765 Merge pull request #66568 from rburing/cylinder_support_is_dead
`GodotCylinderShape3D::get_supports`: delete dead code
2022-09-28 23:52:28 +02:00
Ricardo Buring
215c5458f5 GodotCylinderShape3D::get_supports: delete dead code 2022-09-28 21:37:37 +02:00
Rémi Verschelde
e5857bd6c7 Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
2022-09-28 20:47:50 +02:00
clayjohn
1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Rémi Verschelde
85fe6ecc32 Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used 2022-09-28 17:05:34 +02:00
Rémi Verschelde
7ab01450cf Fix MSVC warning C4702: unreachable code
Part of #66537.
2022-09-28 16:46:48 +02:00
Rémi Verschelde
14e1f36e61 Merge pull request #66492 from bruvzg/gde_ts_underscr
[GDExtension] Use function names with underscore for TextServer extension, add macros to generate wrappers for module functions.
2022-09-28 12:12:29 +02:00
bruvzg
8f5d56e04a
[GDExtension] Use function names with underscore for TextServer extension, add macros to generate wrappers for module functions. 2022-09-28 10:04:11 +03:00
Gabor Koncz
72203a4da4 Add Passthrough extension wrapper 2022-09-27 12:26:53 +02:00
Rémi Verschelde
7562932eb2 Merge pull request #66160 from dpalais/double_time
Use double instead of real_t type for time-related parameters and variables
2022-09-27 10:04:10 +02:00
Rémi Verschelde
b8870b91b5 Merge pull request #66466 from clayjohn/FXAA-fix
Take FXAA samples from half-pixel coordinates to improve quality
2022-09-27 09:58:22 +02:00
Rémi Verschelde
2ad63f68b3 Merge pull request #66370 from bitbrain/fix-light2d-blend-modes
Fix broken 2D light blending, addresses #49922
2022-09-27 09:57:44 +02:00
Rémi Verschelde
5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
clayjohn
dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
Dave Palais
0c46068af0 Change time parameters and variables to double type
Addresses #65313
2022-09-26 13:52:54 -05:00
Yuri Rubinsky
84f2c68c84
Merge pull request #66440 from Chaosus/shader_completion_defines 2022-09-26 18:18:24 +03:00
Yuri Rubinsky
344aa610e3 Add defines to completion list in shaders 2022-09-26 16:04:19 +03:00
Rémi Verschelde
49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00
Rémi Verschelde
5ae6379e5d Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate
Fix Unshaded CanvasItem for Vulkan
2022-09-26 08:24:45 +02:00
Bastiaan Olij
56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
Miguel Gonzalez Sanchez
125f0be8b7
do not apply modulate on canvas when unshaded is set 2022-09-25 12:13:46 +01:00
Mansur Isaev
efd4dc20a3 Add area_get_collision_layer and area_get_collision_mask 2022-09-25 14:34:35 +04:00
Miguel Gonzalez Sanchez
2047be4516
fix broken 2D light blending, addresses #49922 2022-09-24 20:13:12 +01:00
clayjohn
fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
Rémi Verschelde
006e345695
Merge pull request #65817 from bruvzg/typed_array 2022-09-23 10:24:46 +02:00
Rémi Verschelde
03410efa15 Merge pull request #66284 from clayjohn/particles-mem-bug
Properly initialize motion vectors offset when motion vectors are disabled
2022-09-23 09:45:48 +02:00
Rémi Verschelde
3a8e711e33 Merge pull request #66254 from bruvzg/macos_title
[macOS extend-to-title] Add scene/project name to the editor title, and fix window button placement.
2022-09-23 09:44:37 +02:00
clayjohn
aac8d5c406 Properly initialize motion vectors offset when motion vectors are disabled.
This fixes an uninitialized memory bug that caused particles to fail in non-LTO builds
2022-09-22 20:36:01 -07:00
bruvzg
163257d51b
[GDExtension] Implement support for typed arrays. 2022-09-22 23:31:27 +03:00
bruvzg
0dab11afa4
[macOS extend-to-title] Add scene/project name to the editor title, fix incorrect window button position/order when system primary language is RTL. 2022-09-22 23:09:56 +03:00
Rémi Verschelde
d1a155e3cd Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
2022-09-22 11:29:48 +02:00
Micky
c1b5b68eee Rename remaining "*_enable" to "*_enabled"
Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)

Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)

RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`

Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-21 22:47:46 +02:00
Rémi Verschelde
9521849da6 Merge pull request #62429 from smix8/navigation_path_query_4.x
Add NavigationPathQuery objects and NavigationServer query_path()
2022-09-21 13:25:48 +02:00
Rémi Verschelde
28e1dc6162 Merge pull request #65828 from rburing/body_state_sync_callable
make `body_set_state_sync_callback` take a `Callable`
2022-09-21 11:05:41 +02:00
clayjohn
27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
smix8
63dcb9aa80 Add NavigationPathQuery
Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
2022-09-20 22:20:11 +02:00
bruvzg
0ed4cc6287
[macOS] Add an option to align window buttons in "extend to title" mode. 2022-09-20 12:55:59 +03:00
Rémi Verschelde
7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
Logan Lang
e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Rémi Verschelde
effddbcf12 Merge pull request #66065 from kidinashell/issue-59488
SpotLight3D's and OmniLight3D's Projector doesn't work
2022-09-19 22:02:17 +02:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Tobias Widner
422bacbfd1 Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work 2022-09-19 17:18:45 +02:00
fabriceci
7a15ccfa7b Warn users when collisions are not supported 2022-09-19 16:51:41 +02:00
Rémi Verschelde
40a7fb238d Merge pull request #64728 from fabriceci/only-report-recovery-for-floor-snapping
Turn on recovery as collisions only for floor snapping
2022-09-19 15:39:55 +02:00
Rémi Verschelde
49891e4c2f Merge pull request #65915 from clayjohn/VULKAN-mobile-fog
Restore fog in vulkan mobile renderer.
2022-09-19 09:23:24 +02:00
fabriceci
10395f5df2 Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor. 2022-09-18 22:23:09 +02:00
clayjohn
2ecc8b9a73 Restore fog in vulkan mobile renderer.
The condition accidentally disabled fog whenever it was enabled
2022-09-16 09:18:11 -07:00
Rémi Verschelde
bda63e1b5a Merge pull request #65833 from JFonS/taa_fix_particles_errors
Fix error spam in the renderer when using GPUParticles3D
2022-09-16 11:59:00 +02:00
JFonS
b668268772 Fix error spam in the renderer when using GPUParticles3D
The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them.

This flag will also be used in the future to properly support TAA in particles.
2022-09-16 09:44:22 +02:00
Rémi Verschelde
848668ed45 Merge pull request #65794 from Geometror/fix-canvas-backbuffer
Fix/restore BackBufferCopy
2022-09-16 09:20:04 +02:00
Clay John
95df3e7c88
Merge pull request #65800 from dsnopek/xr-resize-viewport-3
Fix XR rendering in 'opengl3' driver and expose true size via the Viewport node
2022-09-15 18:19:24 -07:00
Ricardo Buring
ff4e72a0bc PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
2022-09-15 15:09:23 +02:00
Bastiaan Olij
02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
David Snopek
e82cd46a74 Fix XR rendering in 'opengl3' driver and expose true size via the Viewport node 2022-09-14 20:55:56 -05:00
Hendrik Brucker
e235bca995 Fix/restore BackBufferCopy 2022-09-15 02:36:39 +02:00
Rémi Verschelde
f11745d7f5
Merge pull request #65804 from clayjohn/octahedral-decode 2022-09-15 01:42:29 +02:00
clayjohn
ef4f968232 Decode octahedral compression when retreiving meshes 2022-09-14 15:48:03 -07:00
Rémi Verschelde
ecaa7b634e
Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
Rémi Verschelde
6fd3f6a287
Merge pull request #65048 from rburing/solve_static_world_boundary_motion_2d 2022-09-14 23:13:35 +02:00
Rémi Verschelde
0a0843a67d
Merge pull request #65654 from JohanAR/emit_subparticle_from_start
Allow emit_subparticle from start function
2022-09-14 19:07:33 +02:00
Rémi Verschelde
957aa79ce0
Merge pull request #65789 from clayjohn/sky-update-bug
Clear last frame directional light buffer when number of lights changes.
2022-09-14 19:06:19 +02:00
Clay John
f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
clayjohn
72d899702b Clear last frame directional light buffer when number of lights changes.
This ensures that the buffers don't go out of sync.
2022-09-14 08:30:35 -07:00
clayjohn
8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
Rémi Verschelde
22a09fef5d Merge pull request #65579 from ZuBsPaCe/fix-viewport-sibling-order
Sibling SubViewports must be rendered from top to bottom
2022-09-13 11:01:33 +02:00
Rémi Verschelde
b853110890
Merge pull request #65653 from Chaosus/shader_completion_fix 2022-09-13 10:44:41 +02:00
Rémi Verschelde
0f3f8509ec
Merge pull request #65738 from BastiaanOlij/fix_ssao_ssil_memory_leak 2022-09-13 10:25:11 +02:00
Bastiaan Olij
873366cb2d Fix uniform buffer being created every frame is SSAO and SSIL half_size is different 2022-09-13 17:49:32 +10:00
clayjohn
96b7cb66df Fix multiwindow support in GLES3 for X11, Windows, and MacOS.
Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
2022-09-12 17:30:50 -07:00
Rémi Verschelde
79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn
97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons
74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
Rémi Verschelde
f211869530
Merge pull request #65594 from clayjohn/SSR-dialectric 2022-09-12 14:23:04 +02:00
Bastiaan Olij
b519d7619c Fixed MSAA initialisation in clustered forward renderer 2022-09-12 11:07:51 +10:00
Yuri Rubinsky
e4a8646c19 Prevent duplicated hints in shader uniform completion 2022-09-11 15:21:43 +03:00
Johan Aires Rastén
ddfa214d89 Allow emit_subparticle from start function
emit_subparticle was previously only allowed from the process function
in a particle shader, which seemed like an unnecessary limitation.
2022-09-11 14:02:36 +02:00
clayjohn
65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ZuBsPaCe
3d08678e13 Sibling SubViewports must be rendered from top to bottom
Sibling SubViewports must be rendered in the same order as in the Scene Tree, from top to bottom. _sort_active_viewports() reversed their order.
Fixes #65545
2022-09-09 17:50:14 +02:00
Ricardo Buring
7b84444393 PhysicsServer2DExtension and PhysicsServer3DExtension: bind all methods (really) 2022-09-09 14:35:01 +02:00
Yuri Rubinsky
d1be14a9cb
Merge pull request #65473 from Chaosus/shader_fix_completion 2022-09-07 21:23:39 +03:00
Rémi Verschelde
22b599819a Merge pull request #65475 from timothyqiu/bounds-check
Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with headless Godot
2022-09-07 17:53:19 +02:00
Haoyu Qiu
eea02e50a7 Fix crash when executing VisualShaderNodeParticleMeshEmitter.set_mesh with headless Godot 2022-09-07 21:31:16 +08:00
Yuri Rubinsky
47145800a6 Remove shader_type from completion (when it does not need any more) 2022-09-07 16:19:36 +03:00
Ricardo Buring
532e378cd9 Expose registration of physics servers to GDExtension
This exposes PhysicsServer2DManager and PhysicsServer3DManager.
2022-09-07 15:05:46 +02:00
Rémi Verschelde
019253512d
Merge pull request #65465 from rburing/physics_server_extension_bind 2022-09-07 14:50:02 +02:00
Ricardo Buring
bf523b26b9 Bind all methods in PhysicsServer2DExtension, PhysicsServer3DExtension 2022-09-07 13:16:44 +02:00
Rémi Verschelde
5062aafc2d Merge pull request #64417 from aaronfranke/has-space
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-06 17:00:44 +02:00
ceLoFaN
e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
Rémi Verschelde
6c818da55e
Merge pull request #65321 from rburing/physics_server_2d_extension
Create GDExtension classes for PhysicsServer2D
2022-09-05 12:44:58 +02:00
Aaron Franke
817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
Haoyu Qiu
52f290ae4d Fix crash when executing CSGMesh3D.set_mesh with headless Godot 2022-09-05 09:15:22 +08:00
MinusKube
f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Ricardo Buring
d22ff48b3d Create GDExtension classes for PhysicsServer2D
This allows a 2D physics server created entirely from GDExtension.
Based on the structure of PhysicsServer3DExtension by reduz.
2022-09-04 12:04:08 +02:00
Hugo Locurcio
b83e0b6447
Use verbose prints when registering cameras in CameraServer
This prevents lines from being printed every time the editor or project
starts in the editor Output log.
2022-09-02 23:26:04 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde
f81a4b2478 Merge pull request #65026 from bruvzg/dark_mode 2022-09-02 13:54:46 +02:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
Rémi Verschelde
d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Rémi Verschelde
168f6ca63b Merge pull request #65216 from bruvzg/trim_fix 2022-09-01 23:50:20 +02:00
Rémi Verschelde
2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
bruvzg
f131b69032
[TextServer] Fix excessive space trimming. 2022-09-01 21:31:39 +03:00
Hugo Locurcio
699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Rémi Verschelde
027415312e
Merge pull request #65132 from bruvzg/global_menu_shortcuts_context 2022-09-01 17:02:04 +02:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Bastiaan Olij
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
Rémi Verschelde
89f0886425
Merge pull request #65073 from bruvzg/trim_spaces
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01 08:16:52 +02:00
bruvzg
b85a4c5d79
[macOS] Handle accelerator and click events of the global menu items separately. 2022-09-01 08:13:56 +03:00
bruvzg
7aad14a4b6
[TextServer] Add support for trimming edge spaces on line break. 2022-09-01 08:11:55 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
bruvzg
629ae58a80
Add support for system dark mode and accent color detection (macOS and Windows). Add support for dark mode title bar on Windows. 2022-08-31 11:37:01 +03:00
Rémi Verschelde
c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Rémi Verschelde
d58a1d65a9
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Add a per-light volumetric fog energy property
2022-08-31 08:47:03 +02:00
Bastiaan Olij
708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Haoyu Qiu
ad6d6a7893 Remove unnecessary print_line in RendererDummy 2022-08-31 09:44:02 +08:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde
c1b178be38
Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation 2022-08-30 19:49:36 +02:00
Rémi Verschelde
02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Bastiaan Olij
9efff344b8 Dummy mesh support was added to the dummy renderer but incomplete. This completes it 2022-08-30 16:28:39 +10:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Ricardo Buring
219a582a15 Fix collision solving between world boundary and shapes in motion (2D) 2022-08-29 17:34:06 +02:00
sakrel
728fb6ea95
Fix updating OccluderPolygon shapes 2022-08-29 03:51:53 +02:00
Ricardo Buring
da37540d97 Fix collision solving between world boundary and motion shape 2022-08-27 19:51:14 +02:00
Josh Jones
3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Rémi Verschelde
4808d01b2b
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Rémi Verschelde
4f60fd0480
Merge pull request #64777 from bruvzg/extend_to_title
[macOS] Extend editor contents to the window title bar for better space usage.
2022-08-26 23:03:31 +02:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
bruvzg
bc4ba6cb78
[macOS] Extend editor contents to the window titlebar for better space usage. 2022-08-26 15:12:43 +03:00
fabriceci
f8cc88fab3 Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
Rémi Verschelde
7013c68619
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 2022-08-26 11:59:07 +02:00
Micky
723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
Hugo Locurcio
45bc1a3790
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
This improves texture sharpness when TAA and/or FXAA are enabled,
without requiring manual user intervention.
2022-08-25 19:38:18 +02:00
Rémi Verschelde
5d78ab4388
Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors
Fix typo in RendererSceneCull which caused mesh_free errors
2022-08-25 18:54:25 +02:00
Rémi Verschelde
af88438c71
Merge pull request #64354 from Mickeon/rename-navigation-distance 2022-08-25 18:35:23 +02:00
Rémi Verschelde
33bf609d79
Merge pull request #64820 from Chaosus/shader_fix_varyings 2022-08-25 18:02:38 +02:00
Yuri Rubinsky
d4a10e7e04 Allow using integer varyings with flat interpolation modifier 2022-08-25 13:21:02 +03:00
Rémi Verschelde
fa80064779
Merge pull request #64607 from RandomShaper/safe_audio_threading 2022-08-25 10:12:25 +02:00
fabriceci
3f9db7b398 Adds a method to return the angular velocity of a platform 2022-08-24 18:03:12 +02:00
Rémi Verschelde
4698dc67b5
Merge pull request #64082 from KoBeWi/array3k 2022-08-24 16:05:59 +02:00
Rémi Verschelde
96194628df
Merge pull request #64346 from firefly2442/patch-1 2022-08-24 14:36:07 +02:00
kobewi
f7f4873ed0 Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
Rémi Verschelde
91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
kobewi
1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Rémi Verschelde
be5c1e2737
Merge pull request #64719 from akien-mga/property-slasher 2022-08-23 18:16:59 +02:00
Rémi Verschelde
8317ff74d6
Merge pull request #63091 from MinusKube/editor-window-render-bug 2022-08-23 12:59:34 +02:00
Rémi Verschelde
7764151bc1 Rename properties unnecessarily using slash (/) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
kobewi
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
tefusion
a2c422a6da Fix typo in RendererSceneCull
Frees skeleton 3d gizmo now correctly
2022-08-22 22:09:56 +02:00
Rémi Verschelde
1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property 2022-08-22 21:39:48 +02:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Rémi Verschelde
5193332d10
Merge pull request #64343 from TokageItLab/priority-ph 2022-08-22 17:31:23 +02:00
Omar El Sheikh
61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Hugo Locurcio
0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off 2022-08-20 17:06:03 +02:00
Yuri Rubinsky
499fd0a4e7 Add defined keyword support to shader preprocessor 2022-08-20 11:26:59 +03:00
Max Hilbrunner
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Hendrik Brucker
18585c69b3 Fix OmniLight/SpotLight shadow opacity calculation 2022-08-20 01:05:44 +02:00
clayjohn
bbbcdd725a Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone 2022-08-19 14:50:12 -06:00
Yuri Rubinsky
8779f51a5e
Merge pull request #63960 from bitsawer/fix-macro-expansion 2022-08-19 23:37:47 +03:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Max Hilbrunner
117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
Pedro J. Estébanez
9d546bf05a Make audio thread control flags safe 2022-08-19 13:28:10 +02:00
Yuri Rubinsky
35cfaafda8
Merge pull request #64459 from Chaosus/shader_elif 2022-08-19 07:01:22 +03:00
Max Hilbrunner
420a8c888e
Merge pull request #63950 from bruvzg/menu_bar3
Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor.
2022-08-19 01:24:24 +02:00
bruvzg
8c56a7416b
Implement MenuBar control to wrap PopupMenus or native menu, use native menu for editor. 2022-08-18 22:25:44 +03:00
Aaron Franke
f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Max Hilbrunner
462bb3bf32
Merge pull request #64534 from YuriSizov/docs-navigation-takes-a-nap
Fix a typo in navigation server documentation
2022-08-18 16:59:18 +02:00
Clay John
982ff7d925
Merge pull request #64416 from aaronfranke/aabb
Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
Silc Renew
b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov
bedaa2b535 Fix a typo in navigation server documentation 2022-08-17 17:05:46 +03:00
Yuri Rubinsky
13ab70ed2a Add elif directive to shader preprocessor 2022-08-15 22:06:49 +03:00
Aaron Franke
e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
Yuri Rubinsky
22df2c527b Implement coloring for disabled branches in the shader editor 2022-08-14 13:57:26 +03:00
Omar El Sheikh
78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
Patrick
2b93f44739 small typo in TextServer, changes bitwise to logical which can be faster in some cases via "short circuiting" 2022-08-13 07:44:41 -06:00
Micky
b62d06fbed Rename Navigation's neighbor_dist to neightbor_distance
NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)

NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`

Also changes their parameters' names.

Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
Hendrik Brucker
e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Yuri Rubinsky
f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs 2022-08-12 21:28:22 +03:00
Yuri Rubinsky
e21aad968d Add textureQueryLod/Levels functions to the shader language 2022-08-12 20:44:57 +03:00
Yuri Rubinsky
7822fbc9e2 Add textureProjGrad function to the shader language 2022-08-12 12:01:37 +03:00
Hugo Locurcio
ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias 2022-08-11 21:41:37 +02:00
clayjohn
7c848ee591 Detect if VRS supported before creating default VRS texture 2022-08-10 13:27:19 -06:00
Hugo Locurcio
b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
Silc Renew
7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
MinusKube
be09a87ff9 Fix viewport sorting being wrong on parent/child relation 2022-08-10 01:23:23 +02:00
Rémi Verschelde
29422b60f1
Merge pull request #64146 from smix8/fix_editor_disabled_navigationserver_4.x 2022-08-10 00:03:39 +02:00
clayjohn
028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
smix8
d254f0fa5f Add NavigationServer2D debug functions
Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users.
2022-08-09 12:21:45 +02:00
smix8
8bfea7dcb4 Fix Editor Navigation debug edge connection visuals
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
2022-08-09 11:59:31 +02:00
Bastiaan Olij
f50f0844e9 Fix resource leaks in VoxelGI 2022-08-09 15:18:03 +10:00
bruvzg
e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
Rémi Verschelde
afeb7572e3
Merge pull request #64078 from Nosliwnayr/master 2022-08-08 15:38:41 +02:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Ryan Heath
9d4e5a466e Add area monitor callback error checking 2022-08-07 13:47:03 -07:00
Rémi Verschelde
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker
b8d5f4bdd5 Allow vec2 and vec4 for reflect and refract 2022-08-07 18:03:16 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
bitsawer
691e067ef5 Fix shader preprocessor macro expansion 2022-08-05 17:41:24 +03:00
Juan Linietsky
f999f52f0a Add a Framebuffer cache
Adds a FramebufferCache singletion that operates the same way as UniformSetCache.

Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:

```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Rémi Verschelde
52bfae1741
Merge pull request #63918 from akien-mga/no-s3tc-for-mobile 2022-08-04 21:40:45 +02:00
Rémi Verschelde
8a9700c8a7 Force disable S3TC support on Android/iOS since we don't handle it
Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
Brian Semrau
103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
Rémi Verschelde
fdceece7f8
Merge pull request #63899 from bruvzg/hb_510
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04 09:12:05 +02:00
bruvzg
2980c0d60c
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification. 2022-08-04 09:10:16 +03:00
Rémi Verschelde
036258b1e9
Merge pull request #61918 from KoBeWi/static_body
Add static methods to create RayQueryParameters
2022-08-04 07:37:32 +02:00
Hugo Locurcio
d2271eb300
Improve error message when the requested V-Sync mode cannot be used 2022-08-04 00:15:09 +02:00
Rémi Verschelde
2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates 2022-08-03 11:38:23 +02:00
Rémi Verschelde
b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso 2022-08-03 11:37:28 +02:00
Rémi Verschelde
15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
Yuri Rubinsky
988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint 2022-08-03 08:05:19 +03:00
Hugo Locurcio
d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Hugo Locurcio
d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Marc Gilleron
779a5cd34a Allow shading language to use switch statement with uints 2022-08-02 23:08:41 +01:00
Hugo Locurcio
84076513b1
Use global coordinates for particles by default
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.

This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Rémi Verschelde
f450f242b9
Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width 2022-08-02 21:00:01 +02:00
Patrick Exner
fe5901310e Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) 2022-08-02 17:30:41 +02:00
clayjohn
2640e9ee22 Disable multiview shader versions when xr is disabled 2022-08-02 09:55:53 -04:00
bruvzg
4373a0bb86
[TextServer] Add ICU Unicode security and spoofing detection. 2022-08-02 15:37:49 +03:00
Rémi Verschelde
b7346e5025
Merge pull request #53956 from bruvzg/icu_uax_31 2022-08-02 08:54:19 +02:00
bruvzg
5aa48b6ae5
[TextServer] Implement ICU/UAX 31 based is_valid_identifier function. 2022-08-02 08:30:20 +03:00
Rémi Verschelde
8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Rémi Verschelde
bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde
2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde
8de2cc04a7
Merge pull request #63793 from RandomShaper/fix_unbound_resource
Fix uniform set creation error due to null RID
2022-08-02 07:10:20 +02:00
Hugo Locurcio
813f6a5d57
Add hint_transparent to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
Rémi Verschelde
67c5741c03
Merge pull request #63767 from kubecz3k/fix/headless-collision 2022-08-01 22:04:09 +02:00
Pedro J. Estébanez
2df767d31e Fix uniform set creation error due to null RID 2022-08-01 21:59:13 +02:00
Yuri Rubinsky
9ec6de1767
Merge pull request #63766 from Chaosus/fix_shader_instance_uniform 2022-08-01 15:04:54 +03:00
Yuri Rubinsky
81c44718ca Fix passing values to the instance uniforms in the shader 2022-08-01 13:45:29 +03:00
Jakub Grzesik
3c55637459 fix for headless collision shape generation
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde
121d6fdace
Merge pull request #63754 from BastiaanOlij/storage_struct_private
Changed storage structs to private
2022-08-01 09:37:36 +02:00
Rémi Verschelde
de53e91b85
Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject
Tweak default fog settings for better appearance
2022-08-01 07:55:53 +02:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
Bastiaan Olij
81c6f73109 Changed storage structs to private 2022-08-01 11:59:14 +10:00
Hugo Locurcio
e35e79b802
Tweak default fog settings for better appearance
- Increase the default non-volumetric fog density to 0.01 to make
  adjustments more visible.
- Use a less saturated non-volumetric fog color by default
  (a mix of the sky and horizon colors of the new default
  ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
  in more realistic appearance of volumetric fog, at a very low
  performance cost.
2022-08-01 02:04:20 +02:00
clayjohn
0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
a0795b4347
Tweak VoxelGI defaults for better quality
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
smix8
30c6fff214 Fix Navigation Debug always enabled
Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
2022-07-31 05:44:39 +02:00
Hugo Locurcio
0e26fee3b7
Make Decal's modulate property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
LinuxUserGD
6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Rémi Verschelde
5352cf8e2f
Merge pull request #46557 from asmaloney/remove-impossible-condition
Remove impossible condition in RenderingServer::mesh_surface_make_offsets_from_format
2022-07-29 16:56:48 +02:00
Andreas Raddau
dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Pedro J. Estébanez
278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Rémi Verschelde
8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8
c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Rémi Verschelde
2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij
f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Rémi Verschelde
8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Rémi Verschelde
1c820f19b1
Merge pull request #60957 from DeeJayLSP/sample_pcm 2022-07-28 19:51:08 +02:00
DeeJayLSP
4889659227 Rename AudioStreamSample to a more discoverable name 2022-07-28 13:53:36 -03:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Hugo Locurcio
e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde
82811367cb
Merge pull request #63571 from RandomShaper/conservative_validate_vrs 2022-07-28 15:34:47 +02:00
Pedro J. Estébanez
5f71b55380 Improve handling of the format of the VRS image
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-28 12:24:03 +02:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Bastiaan Olij
1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
Hugo Locurcio
aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Rémi Verschelde
bb94e16bd8
Merge pull request #63406 from Zylann/init_viewport_fields 2022-07-27 12:29:05 +02:00
Rémi Verschelde
a7335b00e6
Merge pull request #62362 from clayjohn/VULKAN-halo 2022-07-27 11:17:34 +02:00
Rémi Verschelde
cade90a807
Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaults 2022-07-27 09:44:47 +02:00
Rémi Verschelde
d5ec1a9650
Merge pull request #63477 from Chaosus/shader_fix_fog 2022-07-27 09:35:30 +02:00
clayjohn
7e7c6995e3 Use full size mipmaps for reflections when in high-quality mode 2022-07-26 23:53:05 -07:00
Yuri Rubinsky
05bc55b2ad
Merge pull request #63522 from Chaosus/shader_fix_projection 2022-07-27 09:38:14 +03:00
Rémi Verschelde
e8309d49e0
Merge pull request #63345 from BastiaanOlij/split_geometry_instance
Cleanup RendererSceneRender::GeometryInstance
2022-07-27 08:28:24 +02:00
Yuri Rubinsky
2dc59a3eea Fix incorrect conversion of default value for mat4 uniform in shaders 2022-07-27 09:06:18 +03:00
Yuri Rubinsky
bbf76faf86 Fix FOG built-in in spatial/fragment shader 2022-07-27 08:31:06 +03:00
Bastiaan Olij
0bd042c601 Change RendererSceneRender::GeometryInstance so more code is shared among renderers 2022-07-27 12:32:07 +10:00
Hugo Locurcio
a151a74a98
Tweak Decal distance fade defaults and add property hints
The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.

The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
2022-07-27 03:15:46 +02:00
Hugo Locurcio
d1716c2e7a
Change window title in Movie Maker mode to display useful information
The frame number and movie time is now displayed in the window
title. This way, you can see how quickly the video recording is advancing
in real-time (and perhaps tweak your settings if it's going too slow).
2022-07-26 18:59:33 +02:00
Rémi Verschelde
2d2b85d400
Merge pull request #62972 from Chaosus/shader_groups
Implement shader uniform groups/subgroups
2022-07-26 15:16:33 +02:00
Rémi Verschelde
f94b4dbe22
Merge pull request #63236 from halgriffiths/fix-texture-rect-transpose
send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-26 13:22:32 +02:00
Yuri Rubinsky
886c2d9681 Implement shader uniform groups/subgroups 2022-07-26 11:26:09 +03:00
Bastiaan Olij
bad5c659a4 Move Sky(RD) into environment
Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00
Juan Linietsky
c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
49b0aa93e3
Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix 2022-07-25 14:56:06 +02:00
Yuri Rubinsky
be3fb7a216 Fix errors when using built-ins in shaderinc 2022-07-25 12:33:04 +03:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
Marc Gilleron
5690f47135 Initialize default values for viewports in rendering server.
Example with TAA: by default it is `false` in project settings and in
the Viewport node. When the scene tree is created, Viewport.set_use_taa()
is called with the value from ProjectSettings. But because the default
values are already the same, RenderingServer isn't called.
The Viewport struct in the RenderingServer does not initialize this field,
so TAA gets randomly enabled when the game starts with default settings.
2022-07-24 21:39:06 +01:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Rémi Verschelde
a5bc65bbad
Merge pull request #63265 from reduz/stream-bpm-support
Implement BPM support in AudioStream files.
2022-07-23 11:21:14 +02:00
Yuri Rubinsky
6d992abb54 Fix some errors after shader preprocessor PR 2022-07-23 09:38:59 +03:00
reduz
d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00
Rémi Verschelde
fe929d4787
Merge pull request #62513 from reduz/shader_preprocessor_remake 2022-07-23 00:02:33 +02:00
Rémi Verschelde
4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628 2022-07-22 23:44:52 +02:00
reduz
f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
Yuri Roubinsky
7b94603baa Adding shader preprocessor support
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22 22:51:57 +02:00
halgriffiths
d37ebc2bdc send FLAGS_TRANSPOSE_RECT to Vulkan 2022-07-22 13:49:04 +01:00
luz paz
38aaaa3cf9 Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Bastiaan Olij
eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
Rémi Verschelde
abe8b88702
Merge pull request #62834 from RandomShaper/fix_vk_sky_error
Bind correct default resource type in GI
2022-07-18 23:39:21 +02:00
Rémi Verschelde
d29e17d9d2
Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows 2022-07-18 21:53:12 +02:00
Rémi Verschelde
9276c65522
Merge pull request #62265 from d-robbins/specular_shininess_used 2022-07-18 21:35:46 +02:00
Rémi Verschelde
5bea531228
Merge pull request #62848 from RandomShaper/shader_writability_improvement 2022-07-18 15:11:42 +02:00
Pedro J. Estébanez
4ac2008782 Make SDFGI direct light shader follow the same-writability rule 2022-07-18 14:46:29 +02:00
David R
c2b0a873c2 added usage_defines for SPECULAR_SHININESS
added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Fabian Keller
2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
sakrel
16a8967757 Fix DirectionalLight2D and PointLight2D shadows not rendering correctly 2022-07-15 23:55:15 +02:00
bruvzg
cbe3a2dcb7
Use BitField hint for the TextServer enums. Add missing parts for BitField support to the GDextension API. 2022-07-15 08:49:50 +03:00
Rémi Verschelde
5fec0d232a
Merge pull request #58763 from Calinou/editor-fix-default-float-step 2022-07-14 00:21:33 +02:00
Rémi Verschelde
7e49c8c30e
Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_free 2022-07-14 00:05:25 +02:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Bastiaan Olij
6930ad2777 Fix typo, call mesh_instance_free not mesh_free 2022-07-12 22:30:08 +10:00
Hugo Locurcio
75f7e1fbf8
Fix some properties having an invalid float step of 0
This also clamps the float step in the editor to the lowest value
that is guaranteed to work in all situations (including for 32-bit
floats).
2022-07-10 22:56:59 +02:00
Hugo Locurcio
0f18bd244e
Fix dead link in TAA resolve shader comment
Spartan Engine has recently removed its own internal TAA in favor
of FSR 2.0. The link has been changed to point to a fixed commit,
so the link will keep working as long as the repository exists.
2022-07-09 22:51:54 +02:00
Pedro J. Estébanez
ba39230ef3 Bind correct default resource type in GI 2022-07-08 19:07:28 +02:00
Xentripetal
f514b82fd3 Account for relative z-indexes when y-sorting 2022-07-08 09:18:00 -05:00
Rémi Verschelde
99df193bea
Merge pull request #62277 from RandomShaper/depth_buffer_no_sampling
Rationalize certain cases of texture usage flags
2022-07-08 11:34:09 +02:00
Rémi Verschelde
1e553e34fb
Merge pull request #62108 from bruvzg/font_config_v3 2022-07-07 12:22:49 +02:00
Yuri Rubinsky
3dc1a1dbfb Prevent possible crash when mesh is freed 2022-07-06 19:52:54 +03:00
lawnjelly
1f69666209 Remove Octree
Octree is no longer used in 4.x.
2022-07-06 14:10:05 +01:00
Rémi Verschelde
55fca1cb94
Merge pull request #62344 from BastiaanOlij/extract_dependencies 2022-07-06 13:24:46 +02:00
bruvzg
344ba0ffaf
Refactor Font configuration and import UI, and Font resources. 2022-07-06 14:12:36 +03:00
Hugo Locurcio
c9037a8d2c
Remove unused anisotropy setter/getter methods in VoxelGI
These methods weren't exposed to the scripting API.

Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
2022-07-06 02:40:49 +02:00
Hugo Locurcio
cf1ce8494d
Improve antialiased line drawing sharpness and respect of original width
Antialiased lines with a width of 2 pixels or more now use a smaller
feather width of 1.25 instead of 2.0. This makes them look sharper
and better preserves their original shape while still having good
antialiasing quality.

This also improves the appearance of thin antialiased lines by
slightly increasing their feather size (from 1.0 to 1.25). It
makes them appear a tad thicker, but the antialiasing quality is
much improved by doing this.
2022-07-02 18:45:42 +02:00
Rémi Verschelde
6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
Hugo Locurcio
f9e6b292e2
Remove debugging print following GI reorganization 2022-07-01 20:08:10 +02:00
clayjohn
93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
Hugo Locurcio
aa177fc4db
Split MovieWriterPNGWAV into its own file
This makes its organization consistent with MovieWriterMJPEG.
2022-06-30 01:02:28 +02:00
Rémi Verschelde
2d28bb8364
Merge pull request #62482 from JFonS/fix_crash_canvas_mode 2022-06-28 15:31:51 +02:00
Rémi Verschelde
d53f1fb388
Merge pull request #60935 from Calinou/geometryinstance3d-gi-mode-default-static
Use the Static global illumination mode in GeometryInstance3D by default
2022-06-28 14:40:53 +02:00
JFonS
8102db90bc Fix crash in Environment "Canvas" background mode. 2022-06-28 13:25:18 +02:00
Rémi Verschelde
16d9918b51
Merge pull request #62467 from RandomShaper/descriptor_rw_matters
Consider uniform writability part of the interface of the set
2022-06-28 08:25:38 +02:00
Je06jm
c2550e1cc0 Fixed FSR. Before, it was commiting the
raw render to the screen. Now, it commits
the fsr upscaled image
2022-06-27 18:01:12 -06:00
Pedro J. Estébanez
fc6ac4a155 Consider uniform writability part of the interface of the set 2022-06-27 21:56:18 +02:00
Bastiaan Olij
ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
Rémi Verschelde
dac79e15f1
Merge pull request #62390 from Calinou/movie-writer-tweak-settings 2022-06-27 12:27:46 +02:00
Pedro J. Estébanez
678a9ca221 Rationalize certain cases of texture usage flags
- Check for exhaustive usage flags for depth buffer
- Remove uneeded storage flag from normal-roughness buffer
2022-06-27 11:28:38 +02:00
Bastiaan Olij
4e8e10a186 Fix typo in roughness shaders 2022-06-26 12:43:21 +10:00
Hugo Locurcio
bdb40c6478
Add property hints to MovieWriter settings
- Rename audio mix rate setting as the suffix is now part of the
  property hint. This is also more consistent with existing mix rate
  project settings.
- Improve the MovieWriter class reference.
- Tweak warning message about audio possibly going out of sync.
2022-06-25 20:08:56 +02:00
Rémi Verschelde
fbb5e24d1e
Merge pull request #62133 from BastiaanOlij/move_cubemap_effects
Moved cube_to_dp and cubemap logic into CopyEffects
2022-06-24 22:27:26 +02:00
Rémi Verschelde
faae24637c
Merge pull request #62300 from smix8/navigation_map_force_update_4.x 2022-06-24 10:13:07 +02:00
Bastiaan Olij
6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
smix8
e57360d8df Add NavigationServer.region_owns_point() helper function
Adds a helper function to check if a world space position is currently owned by a navigation region.
2022-06-23 23:32:05 +02:00
Hugo Locurcio
610363add0
Use the Static global illumination mode in GeometryInstance3D by default
This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
2022-06-23 22:34:23 +02:00
smix8
fdea269805 Add NavigationServer map_force_update() function
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
2022-06-23 17:32:07 +02:00
Rémi Verschelde
462127eff0
Merge pull request #62312 from smix8/navigation_get_maps_4.x 2022-06-23 16:14:12 +02:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects 2022-06-23 12:28:10 +02:00
Rémi Verschelde
d1dac8427a
Merge pull request #55846 from ellenhp/fix_ogg_edge_cases
Fix ogg edge cases
2022-06-22 23:33:51 +02:00
Rémi Verschelde
d8ef904ffc
Merge pull request #35758 from zmanuel/eliminate-draw-pending
Remove redundant thread sync counter draw_pending
2022-06-22 18:20:41 +02:00
Rémi Verschelde
e21db7723a
Merge pull request #62286 from JFonS/taa_global_time 2022-06-22 16:59:08 +02:00
Rémi Verschelde
95cafc7bcf
Merge pull request #62305 from JFonS/taa_molten_mobile_workaround 2022-06-22 16:58:31 +02:00
smix8
c0fed1d4e8 Add Navigation function to get all navigation maps
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
2022-06-22 15:33:40 +02:00
jfons
0f38e79617 Move TIME to a global shader variable
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22 12:24:37 +02:00
JFonS
9b4e07f866 Workaround MoltenVK shader conversion error 2022-06-22 11:58:50 +02:00
Bastiaan Olij
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
Rémi Verschelde
40c360b870
Merge pull request #62122 from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz
5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
reduz
141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Hugo Locurcio
2651e88b05
Automatically update the editor viewport when 3D scaling options are changed
This allows for previewing the effects of the various 3D scaling
project settings without having to restart the editor.
2022-06-19 01:05:17 +02:00
Rémi Verschelde
3a2b409c5a
Merge pull request #62106 from BastiaanOlij/eye_offset
Introduce eye_offset for correcting stereoscopic reflections
2022-06-18 10:40:57 +02:00
Bastiaan Olij
b4821fe2e0 Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
Marcel Admiraal
3d03330ae6 Cleanup AudioEffectRecord thread_active variable 2022-06-17 08:54:46 +01:00
Rémi Verschelde
285e20d550
Merge pull request #62081 from Calinou/glow-mix-mode-apply-after-fxaa
Fix glow in Mix mode not working correctly when FXAA is enabled
2022-06-16 20:00:32 +02:00
bruvzg
b5c96df277
Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the TextServer. 2022-06-16 16:49:37 +03:00
Hugo Locurcio
787a1e006b
Fix glow in Mix mode not working correctly when FXAA is enabled
Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
smix8
245da150e7 Streamline Navigation layer function names.
Streamline Navigation layer function names.
2022-06-15 00:18:48 +02:00
clayjohn
a94110d0c6 Remove GLES2 shader constraints from GLES3 2022-06-14 12:01:52 -07:00
Hugo Locurcio
0225c6d31a
Tweak Light3D property hints for greater flexibility
- Specular can now be set above 1.0.
- Blur can be set to 0 to disable shadow blurring entirely, which is useful
  on lights that have a non-zero size.
  - When shadow blurring is disabled, lights that have a non-zero size will
    not use PCSS-like soft shadows, speeding up shadow rendering
    considerably.
- Some property hints now allow more precise values.
2022-06-13 14:31:46 +02:00
Rémi Verschelde
136f84fc35
Merge pull request #61772 from bruvzg/ft_ot_collect 2022-06-13 11:13:05 +02:00