Rémi Verschelde
d5c1b9f883
Merge pull request #77327 from BastiaanOlij/fix_gi_and_fog_free
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Conditionally free GI and FOG resources, they may not have been created
2023-05-22 22:37:12 +02:00
Rémi Verschelde
c3c1909429
Merge pull request #77326 from BastiaanOlij/fix_material_dependencies
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Properly clear material slots on mesh instance when material is freed
2023-05-22 22:36:48 +02:00
Bastiaan Olij
1a128fcccd
Properly clear material slots on mesh instance when material is freed
2023-05-22 23:00:00 +10:00
Rémi Verschelde
1086375785
Merge pull request #77266 from Rindbee/fix-bugs-in-TextureStorage-texture_3d_update
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Fix calling `TextureStorage::texture_3d_update()` could cause a crash
2023-05-22 13:49:23 +02:00
Rémi Verschelde
05ddc822fb
Merge pull request #77265 from lyuma/aabb_bone_lod_inside
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Fix calculation of skinned AABB for unused bones.
2023-05-22 13:49:19 +02:00
Bastiaan Olij
57f343ab21
Conditionally free GI and FOG resources, they may not have been created
2023-05-22 12:59:34 +10:00
Rindbee
ebd2b9e299
Fix calling TextureStorage::texture_3d_update()
could cause a crash
2023-05-22 06:24:13 +08:00
Lyuma
791d8001db
Fix AABB for unused bones
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Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
2023-05-19 19:47:52 -07:00
Markus Grafen
8a3e829930
(Re-)Implemented Light3D's property "shadow_reverse_cull_face"
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The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
Bastiaan Olij
dae58dd187
Fix a typo in the debug shadow split renderer
2023-05-18 10:36:12 +10:00
Rémi Verschelde
b42cea1373
Merge pull request #77089 from DearthDev/lightmapgi-dynamic-objects
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LightmapGI dynamic object lighting fix
2023-05-17 11:25:25 +02:00
dearthdev
53903f07dc
Correctly insert lightmap captures and geometries.
2023-05-15 03:05:19 -05:00
Yuri Rubinsky
d7211b371c
Merge pull request #77086 from Chaosus/shaders_fix_render_mode_completion
2023-05-15 10:58:23 +03:00
Rémi Verschelde
9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
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Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
Yuri Rubinsky
719741b0eb
Exclude incorrect completion options for render_mode
in shaders
2023-05-15 08:21:16 +03:00
Ninni Pipping
71ee65dc57
Enable shadow warnings and fix raised errors
2023-05-11 16:00:59 +02:00
Rémi Verschelde
564d1b34e0
Merge pull request #74711 from BastiaanOlij/add_texture_native_handle
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Provide access to internal graphics handles for textures
2023-05-09 19:28:26 +02:00
Bastiaan Olij
c328676d96
For GDExternal use, provides access to internal graphics handles for textures
2023-05-09 13:47:22 +10:00
Pedro J. Estébanez
6465432570
Save cluster render shader from being optimized out entirely
2023-05-08 18:39:49 +02:00
Rémi Verschelde
3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
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Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
Clay John
610877e326
Merge pull request #72288 from MewPurPur/use-string-repeat
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Use `String.repeat()` to optimize several String methods
2023-05-05 09:56:48 -07:00
Max Hilbrunner
39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view
2023-05-05 14:35:41 +02:00
Max Hilbrunner
d481fca986
Merge pull request #75517 from BastiaanOlij/expose_render_target
2023-05-05 14:28:01 +02:00
Max Hilbrunner
fa451ead91
Merge pull request #74883 from dalexeev/fix-thin-multiline-colors
2023-05-05 14:26:37 +02:00
Johan Aires Rastén
8452e6cdb3
Add SPECULAR_AMOUNT spatial light shader built-in
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Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Max Hilbrunner
ba32279cd0
Merge pull request #76550 from RandomShaper/vk_gi_take_2
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Fix voxel GI issues (2)
2023-05-03 20:24:05 +02:00
Patrick
e35bbd76a3
Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node
2023-05-03 19:59:43 +02:00
Pedro J. Estébanez
c58e50adcc
Fix additional cases of breakage of rendering effects
2023-05-03 11:57:54 +02:00
clayjohn
fb77021559
Use proper UV in cubemap downsampler raster
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This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
2023-05-03 01:06:34 -07:00
VolTer
6b84e258d2
Use String.repeat() in more places
2023-05-01 02:27:46 +02:00
Juan Linietsky
1c93606e47
Add ValidatedCall to MethodBind
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* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.
NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
clayjohn
ca23d06a31
Re-implement the PSSM_SPLITS debug option
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This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Samuele Panzeri
4aaa2e6477
Fix wait for thread not started
2023-04-27 20:28:22 +02:00
Rémi Verschelde
5a1d4bd8ab
Merge pull request #76479 from bitsawer/fix_preprocessor_line_number
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Fix Shader Preprocessor line numbering when disabled
2023-04-27 08:19:30 +02:00
Pedro J. Estébanez
09aa1bbdb3
Fix unsupported sampler filter used for voxel GI
2023-04-26 20:54:06 +02:00
bitsawer
34896d8e89
Fix Shader Preprocessor line numbering when disabled
2023-04-26 16:48:23 +03:00
Pedro J. Estébanez
2beed0d5dc
Fix breakages of volumetric fog on voxel GI changes
2023-04-26 10:24:03 +02:00
Johan Aires Rastén
14a8124ffe
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
clayjohn
ab603e347f
Clamp normal when calculating 2D lighting to avoid artifacts
2023-04-18 17:26:17 -07:00
Rémi Verschelde
0ec2be1213
Merge pull request #76003 from clayjohn/double-particle-offset
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Don't store instance transform origin in RD 3D renderer unless requested
2023-04-13 09:56:41 +02:00
Rémi Verschelde
34a842b5d1
Merge pull request #75462 from joao-pedro-braz/use_modelview_for_vertex_transform_when_double_precision_is_enabled
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Use MODELVIEW_MATRIX when on double precision
2023-04-13 09:53:54 +02:00
Rémi Verschelde
e6e52f9154
Merge pull request #75162 from ecmjohnson/gpuparticles_inf_translate
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GPUParticles3D: Translate inactive particles to -INF
2023-04-13 09:53:04 +02:00
Erik Johnson
6229c2a1f9
Translate inactive particles to -INF
2023-04-12 19:32:39 -04:00
clayjohn
29edd277e4
Don't store instance transform in RD 3D renderer unless requested
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Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
2023-04-12 14:41:17 -07:00
clayjohn
9be0a73294
Add EXPOSURE built in to spatial shaders
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This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
Rémi Verschelde
5e34a28bd7
Merge pull request #73313 from clayjohn/particles-split
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Properly calculate lifetime_split for particles
2023-04-12 17:01:17 +02:00
Rémi Verschelde
1b14e1a293
Merge pull request #75908 from Calinou/compute-pipeline-fix-typo
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Fix `compute_pieline` typo in `RenderingDevice.compute_pipeline_is_valid()`
2023-04-12 09:07:43 +02:00
Yuri Rubinsky
1433c98e9f
Merge pull request #75831 from Chaosus/shader_fix_texture_array_hint_completion
2023-04-12 08:58:59 +03:00
Rémi Verschelde
ef17794d17
Merge pull request #75812 from RandomCatDude/sky-fog-luminance-fix
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Move sky luminance scaling to before fog is applied
2023-04-11 19:40:36 +02:00
Rémi Verschelde
347a8e20ae
Merge pull request #69324 from RedMser/advanced-settings-errors
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Make it easier to solve warnings/errors referring to project settings
2023-04-11 19:39:53 +02:00