Commit graph

2362 commits

Author SHA1 Message Date
reduz
44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Max Hilbrunner
583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij
2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David
7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
Michael Alexsander
2f8a58ad46
Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog
Fix ItemList layout (+EditorFileDialog)
2021-08-22 16:47:11 +00:00
Bastiaan Olij
74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
Anilforextra
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
Hendrik Brucker
72e49eadec Fix ItemList layout (+EditorFileDialog) 2021-08-21 00:22:09 +02:00
PouleyKetchoupp
dafb6edacf Fix compilation warnings in Shape2DSW/Shape3DSW 2021-08-19 16:19:49 -07:00
jfons
55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Rémi Verschelde
f6626a40e5
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
Rémi Verschelde
2fcf3057fd
Merge pull request #51792 from Chaosus/removed_restart 2021-08-18 19:59:57 +02:00
reduz
700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
reduz
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
Yuri Roubinsky
c1cd0fe6d1 Removed RESTART built-in from start particle shader function 2021-08-17 15:13:16 +03:00
Yuri Roubinsky
06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
LoipesMas
4e6e25eae7 Epsilon check for angular velocity in Body3DSW 2021-08-16 20:05:48 +02:00
Juan Linietsky
d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Rémi Verschelde
43440228db
Merge pull request #51645 from fabriceci/improve-physics-api
API improvement on the physics (CharacterBody and related classes)
2021-08-16 17:05:08 +02:00
Rémi Verschelde
7013199fb1
Merge pull request #50785 from jeffrey-cochran/softbody-areas
Updated softbody handling to allow for area/softbody collision detection and application of area gravity
2021-08-16 16:32:04 +02:00
Yuri Roubinsky
9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
Jeffrey Cochran
14640fb6c5 Enabled softbody-area collision (intersection) and enabled area-specific gravity for soft bodies. 2021-08-15 23:01:33 -04:00
Bastiaan Olij
c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
fabriceci
d776b6c154 API improvement on physics, mainly CharacterBody
Changes:

- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
  - get_floor_angle on CharacterBody to get the floor angle.
  - get_angle on KinematicCollision to get the collision angle.
  - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15 12:53:29 +02:00
Bastiaan Olij
4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
Rémi Verschelde
4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
Hugo Locurcio
8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
reduz
cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Rémi Verschelde
1833c8b233
Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol
Use the Unicode multiplication symbol where relevant
2021-08-13 14:27:48 +02:00
bruvzg
8f70232a15 Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs. 2021-08-13 12:32:01 +03:00
Yuri Roubinsky
eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky
fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
Bastiaan Olij
07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
Rémi Verschelde
a98589a449
Merge pull request #51581 from bruvzg/camera_feed_port
Port camera feed to the new RenderingServer API.
2021-08-12 23:28:10 +02:00
Hugo Locurcio
7612cff432
Use the Unicode multiplication symbol where relevant 2021-08-12 21:45:33 +02:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Rémi Verschelde
71873057bc
Merge pull request #51536 from Calinou/nearest-mipmap-use-nearest-for-minification
Use nearest mipmaps for both minification and magnification
2021-08-12 20:21:18 +02:00
bruvzg
de30dfe6a5 Port camera feed to the new RenderingServer API. 2021-08-12 20:46:19 +03:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Hugo Locurcio
fd29432aab
Use nearest mipmaps for both minification and magnification
This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Rémi Verschelde
c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp
989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde
b63af73435
Merge pull request #51391 from Chaosus/shader_param_names
Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
Yuri Roubinsky
fb37846b00 Added parameter names to shader built-in function autocompletion 2021-08-12 11:19:53 +03:00
Yuri Roubinsky
63c7d5c330 Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00
Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
Rémi Verschelde
c3041ffe98
Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearance
Fix CPUParticles2D disappearance after amount change
2021-08-12 08:12:22 +02:00