Hugo Locurcio
970bed62ab
Decrease the default soft shadow quality to improve performance
...
Soft shadows are relatively expensive to filter. However, with the
default blur factors, it's not needed to use too many samples
(unless PCSS-like shadows are used with a large size). Textures
and screen-space antialiasing can also be used to mask the noise
pattern effectively.
On a GeForce GTX 1080, going from Medium to Low for both shadow types
saves 0.2-0.4 ms of GPU time per frame in 2560×1440 resolution.
This can translate to significantly higher savings on lower-end GPUs.
Given how the shader works, this improves rendering performance
even if lights with shadows are never used.
2021-10-23 16:32:38 +02:00
Rémi Verschelde
0aa6f27061
i18n: Sync editor translations with Weblate
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(cherry picked from commit 4010bb9af0
)
2021-10-23 12:38:15 +02:00
Rémi Verschelde
0082b9675e
Merge pull request #54144 from zedutch/fix-filesystem-sort
2021-10-23 12:11:40 +02:00
Robin Arys
e69d40cad9
Fix newly created files not sorted correctly
2021-10-23 10:50:05 +02:00
Rémi Verschelde
11efbd582e
Merge pull request #54141 from timothyqiu/bbcode-parse
2021-10-23 10:17:27 +02:00
Haoyu Qiu
4f8dfa1667
Make RichTextLabel's parse_bbcode and append_text return void
2021-10-23 14:25:39 +08:00
Rémi Verschelde
f1f51f5d4b
Merge pull request #54137 from zedutch/fix-quick-load-multi-base-types
2021-10-23 00:54:47 +02:00
Rémi Verschelde
99cee2b414
Merge pull request #54067 from bruvzg/oidn_ent
2021-10-23 00:51:24 +02:00
Rémi Verschelde
2d94ca6b6f
Merge pull request #54138 from akien-mga/js-update-ansi-regex-5.0.1
2021-10-23 00:49:22 +02:00
Rémi Verschelde
5f7bbc2b57
JS: Bump ansi-regex version for linter
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Silences warning about a moderate security vulnerability (which doesn't affect us).
2021-10-22 23:35:51 +02:00
Robin Arys
bb7888debb
Fix support for multiple base types in the quick load dialog
2021-10-22 23:27:46 +02:00
Rémi Verschelde
92cab5f622
Merge pull request #54133 from akien-mga/clang-format-13-sync
2021-10-22 22:43:07 +02:00
Camille Mohr-Daurat
d47481f190
Merge pull request #54124 from Uxeron/CenterOfMassRotationFix
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Fix physics body rotating incorrectly around it's center of mass
2021-10-22 12:58:18 -07:00
Rémi Verschelde
63544c3a9d
clang-format: Sync config with LLVM 13
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Disable minimum amount of spaces in comment prefix for now, as it otherwise
modifies the whole codebase. That's something we probably want to use as it
matches our convention, but we should look into fully converting these
comments to our style guide at the same time.
2021-10-22 21:51:02 +02:00
Rémi Verschelde
3d92de9e5d
Merge pull request #54132 from Duroxxigar/update-yield-call-examples
2021-10-22 21:47:59 +02:00
Rémi Verschelde
f7e6ebcdb1
Merge pull request #54131 from nekomatata/fix-2d-body-center-of-mass-auto
2021-10-22 21:34:35 +02:00
Rémi Verschelde
9282b0da27
Merge pull request #53508 from aaronfranke/riscv
2021-10-22 21:27:39 +02:00
Duroxxigar
b2458ff575
Replace remaining usages of yield with new await keyword
2021-10-22 14:28:37 -04:00
Uxeron
2275e26476
Fix physics body rotating incorrectly around it's center of mass
2021-10-22 21:23:54 +03:00
PouleyKetchoupp
0a04602835
Fix RigidDynamicBody2D auto center of mass calculation
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Should be changing the local center of mass, which is then transformed
into `center_of_mass`.
It was causing the center of mass to be always in (0,0) by default with
multiple shapes.
2021-10-22 11:08:53 -07:00
Aaron Franke
474d0f58f5
Add support for the RISC-V architecture
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Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
2021-10-22 12:51:10 -05:00
Rémi Verschelde
3bebbcacdb
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering
2021-10-22 19:34:09 +02:00
Rémi Verschelde
f9be8b8e8e
Merge pull request #54081 from Rubonnek/add_bin_messages_master
2021-10-22 19:31:55 +02:00
Rémi Verschelde
beb3875cdf
Merge pull request #53781 from m4gr3d/restrict_project_data_dir_config_master
2021-10-22 19:30:35 +02:00
Rémi Verschelde
83eb214bcf
Merge pull request #54126 from Chaosus/vs_fix_curve_texture
2021-10-22 17:55:02 +02:00
Rémi Verschelde
6c35e74228
Merge pull request #53812 from RandomShaper/expose_flush_input
2021-10-22 17:20:33 +02:00
Yuri Roubinsky
af08d497e2
Fix error spam at setting a CurveTexture in visual shaders
2021-10-22 17:32:16 +03:00
Pedro J. Estébanez
6dc3fae201
Expose Input::flush_buffered_events()
2021-10-22 14:28:48 +02:00
Rémi Verschelde
9f7218eb69
Merge pull request #54088 from madmiraal/remove-unimplemented-methods
2021-10-22 12:59:32 +02:00
Rémi Verschelde
6ef38d2f2f
Merge pull request #54090 from Scony/fix-exit-code-on-check-only
2021-10-22 12:43:32 +02:00
Rémi Verschelde
119f79079b
Merge pull request #54113 from skimmedsquare/canvas-layer-notification-crash-54098
2021-10-22 12:30:20 +02:00
Rémi Verschelde
b4562106bb
Merge pull request #54109 from raulsntos/patch-1
2021-10-22 12:28:10 +02:00
Rémi Verschelde
fe3d62f2dc
Merge pull request #54110 from nekomatata/fix-rigid-body-update-collision-layer
2021-10-22 12:06:30 +02:00
Sean Kim
497b00a937
Fix potential nullptr dereference in CanvasLayer
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* Changed another instance of ERR_FAIL_COND in the same file to
ERR_FAIL_NULL_MSG instead.
* Checked for potential access of the viewport pointer elsewhere in same
file.
Fixes #54098
2021-10-21 19:41:13 -07:00
PouleyKetchoupp
d804c34285
Fix RigidDynamicBody collision update after changing collision layer/mask
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Changing the collision layer of a sleeping body was not triggering area
updates correctly.
Bodies need to be active for collision to be checked against already
overlapping bodies and areas.
Neighbors need to be activated too in order to handle the case where a
static body is modified (it can't be activated directly but paired
bodies need to check their collision again).
In 3D, moved the call to wakeup() from the physics server to
GodotBody3D::_shapes_changed to make it consistent with 2D and also
handle the case where shapes are modified (_shapes_changed is called in
both this case and collision layer changes).
2021-10-21 17:36:58 -07:00
Raul Santos
baa83012ef
Fix bin_to_int
documentation examples
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The `bin_to_int` method uses the `0b` prefix.
2021-10-22 01:57:34 +02:00
Pawel Lampe
75ae3164a4
Fix exit code for --script --check-only, fixes #54087
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this commit makes godot executable to return zero exit code
once a valid script is passed via --script during --check-only
2021-10-21 20:44:24 +02:00
Yuri Roubinsky
bbcf8ac672
Merge pull request #54082 from Chaosus/fix_shader_crash
2021-10-21 21:19:24 +03:00
Marcel Admiraal
87a4ba492e
Remove unimplemented methods
2021-10-21 18:44:25 +01:00
Rémi Verschelde
b6f4f23a5e
Merge pull request #54078 from Rubonnek/add_hex_messages_master
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Add error messages to `String::hex_to_int`, and accept capital X in prefix
2021-10-21 19:37:11 +02:00
Rémi Verschelde
133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
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Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Rémi Verschelde
9f22ea2a76
Merge pull request #54077 from Duroxxigar/scenetreetimer-example
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Update example code for SceneTreeTimer to reflect new await keyword
2021-10-21 19:35:05 +02:00
Rémi Verschelde
836f86688f
Merge pull request #54053 from nekomatata/fix-soft-body-disable-mode
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Fix SoftDynamicBody3D crash when setting disable mode
2021-10-21 19:33:01 +02:00
Rémi Verschelde
0264efe895
Merge pull request #54035 from Calinou/ctl-context-dialog-use-title-case
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Use TitleCase for CTL dialog menu options
2021-10-21 19:32:35 +02:00
Rémi Verschelde
e06d264362
Merge pull request #53990 from Kemikal1/master
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Change the unreacheable return value of shape_find_owner()
2021-10-21 19:24:08 +02:00
Wilson E. Alvarez
5736a0ed3c
Accept capital B in String::bin_to_int prefix
2021-10-21 13:18:49 -04:00
Yuri Roubinsky
57fd362fe1
Prevent shader crash when passing constant expression to textureGather
2021-10-21 19:46:05 +03:00
Wilson E. Alvarez
549a48ccc9
Add error messages to String::hex_to_int, and accept capital X in prefix
2021-10-21 12:40:14 -04:00
Hugo Locurcio
e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
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This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Duroxxigar
cfb5d2dbf0
Update example code for SceneTreeTimer to reflect new await keyword
2021-10-21 12:22:55 -04:00