Commit graph

66548 commits

Author SHA1 Message Date
Rémi Verschelde
43c46b9b1b
Merge pull request #95013 from smix8/navmesh_geo_parse
Change NavigationMesh to also parse collision shapes by default
2024-08-19 12:08:55 +02:00
Rémi Verschelde
a9eba87902
Merge pull request #93230 from raulsntos/dotnet/ios
C#: Use Godot's LipO implementation instead of Xcode's lipo command
2024-08-19 12:08:49 +02:00
Rémi Verschelde
4afcbb1c8b
Merge pull request #92546 from AThousandShips/faster_replace
[Core] Optimize `String::replace` methods
2024-08-19 12:08:45 +02:00
Rémi Verschelde
f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
bruvzg
66832e9968 [Windows] Run native file dialogs in thread to make it non-blocking. 2024-08-19 12:58:16 +03:00
kleonc
1bd8372813 Fix Parallax2D repeats being not relative to its transform 2024-08-19 11:43:16 +02:00
A Thousand Ships
0c3b975ada
Fix compilation issues caused by far identifier
Breaks some builds on Win due to macro use of this name
2024-08-19 11:13:56 +02:00
BlueCube3310
ef9bb1a207 Implement support for bicubic lightmap filtering
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
Micky
e80c44dbe7 Fix some invalid code in GDScript class reference 2024-08-19 00:55:51 +02:00
Micky
be1dc574e0 Fix some differences between ShapeCast2D and ShapeCast3D documentation 2024-08-19 00:32:14 +02:00
smix8
2e1f6b50fb Add bounds function to NavigationMeshSourceGeometryData
Adds get_bounds() function to NavigationMeshSourceGeometryData2D/3D to get a bounding box that covers all the geometry.
2024-08-19 00:12:37 +02:00
Joanna May
bebf2e87f2 docs: highlight lack of joystick info on majority of platforms 2024-08-18 14:47:32 -05:00
Kongfa Waroros
cb2b4ea092 Improve AudioStreamPlayer icons 2024-08-19 02:07:32 +07:00
BlueCube3310
4b266871d7 CVTT: Include float formats for hdr compression 2024-08-18 17:31:05 +02:00
Ricardo Buring
1728f80e7c Fixed Timestep Interpolation: MultiMesh
Adds fixed timestep interpolation to multimeshes.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
BlueCube3310
394ea653aa Add Betsy to speed up BC6 compression 2024-08-18 11:14:05 +02:00
clayjohn
578049b7b9 Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
voidedWarranties
d65ea6fb9c Fix virtual binding for ScriptLanguageExtension::_reload_scripts 2024-08-17 21:09:32 -07:00
Arseny Kapoulkine
92f2bc70dd Relax motion vector updates to allow skipped frames for skeletons
Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.

This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.

In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.

Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.

Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.
2024-08-17 11:10:41 -07:00
kobewi
84e8831b89 Don't mark settings as modified while loading 2024-08-17 19:23:06 +02:00
Raul Santos
c2efbf3012
C#: Use Godot's LipO implementation instead of Xcode's lipo command 2024-08-17 17:52:35 +02:00
Artemy Fedotov
b55e97cd85
Fix EditorInterface.get_selected_paths() working incorrectly when FileSystemDock is in split mode 2024-08-17 19:31:15 +04:00
Hilderin
da31679d12 Fix display dialog while saving scene 2024-08-17 08:45:13 -04:00
Hilderin
b1c97313e0 Fix uid:// Paths Fail to Load at Editor Startup 2024-08-17 07:19:08 -04:00
Hilderin
e46280dbb5 Fix scene node selection problem when no auto expand 2024-08-17 06:32:56 -04:00
aryan-11825114
3f7efd2291 Fix small graph editor pins at higher display scales 2024-08-17 15:01:05 +05:30
Arseny Kapoulkine
0024cface5 Fix double free in FSR2 destructor
Before this change, using FSR2 resulted in the following error when the
effect was destroyed:

	ERROR: Attempted to free invalid ID: 662734928609453
	   at: _free_internal (servers/rendering/rendering_device.cpp:4957)

This happened because ACCUMULATE and ACCUMULATE_SHARPEN passes shared
the same shader_version object but had different pipeline IDs. When
version_free was called for ACCUMULATE pass, it destroyed pipelines
created from that version, including the pipeline for the
ACCUMULATE_SHARPEN pass.

Using a unique version could work around this problem, but it's easier
to rely on version_free destroying the created pipelines through the
dependency mechanism.
2024-08-16 22:44:57 -07:00
Raul Santos
5e7fda8de7
C#: Destroy script before clearing owner
The C# script destructor needs to access the owner (i.e.: to disconnect signals) so we now clear it after the script has been destroyed.
2024-08-17 04:04:57 +02:00
Flyn San
0df7ee31d2 Add BoneAttachment3D::get_skeleton() method 2024-08-17 09:35:24 +10:00
Rémi Verschelde
1bd740d18d
Merge pull request #95656 from anvilfolk/gdscript-docs-quit
Fix Godot not quitting with `--doctool --gdscript-docs`.
2024-08-17 00:47:17 +02:00
Rémi Verschelde
8d65fd2b32
Merge pull request #95655 from aaronp64/blend_space_2d_docs
Minor AnimationNodeBlendSpace2D documentation fixes
2024-08-17 00:47:10 +02:00
Rémi Verschelde
69c96144e2
Merge pull request #95344 from eobet/godot-panel-icons
Make editor panel icons more discreet
2024-08-17 00:47:02 +02:00
Rémi Verschelde
1e3258cd18
Merge pull request #95281 from Lunarisnia/fix/project-settings
Fix project settings not properly saved after a file deletion
2024-08-17 00:46:55 +02:00
Rémi Verschelde
a0d549fe93
Merge pull request #95272 from akien-mga/applicalifragilisticexpialidocious
iOS: Fix typo in GodotApplicationDelegate
2024-08-17 00:46:47 +02:00
Rémi Verschelde
c430c775ca
Merge pull request #95258 from kleonc/polygon2d_uv_editor_fix_leaf_bone_drawing
Fix drawing leaf `Bone2D` in `Polygon2D` UV editor
2024-08-17 00:46:41 +02:00
Rémi Verschelde
9bb86dfa4a
Merge pull request #95249 from KoBeWi/pluginector
Fix usage of `add_inspector_plugin()`
2024-08-17 00:46:35 +02:00
Rémi Verschelde
5cb01a0e09
Merge pull request #95227 from BastiaanOlij/openxr_1_1_38
Update OpenXR thirdparty library to 1.1.38
2024-08-17 00:46:27 +02:00
Rémi Verschelde
01c0b39399
Merge pull request #95193 from Giganzo/fix-checkbox-alignment-compact-mode
Fix checkbox alignment when using compact theme spacing
2024-08-17 00:46:19 +02:00
Rémi Verschelde
49e5fbfbd2
Merge pull request #95184 from jsjtxietian/shader-include-relative
Fix `String::simplify_path` handling of relative paths to parent dir (`../`), fixes relative shader includes
2024-08-17 00:46:11 +02:00
Rémi Verschelde
01b87a9a9c
Merge pull request #95171 from KoBeWi/remove_save
Avoid saving EditorSettings on startup
2024-08-17 00:46:03 +02:00
Rémi Verschelde
a7200cedbc
Merge pull request #95154 from jsjtxietian/quit-freelook
Fix Pressing Escape doesn't exit freelook in the 3D editor
2024-08-17 00:45:57 +02:00
Rémi Verschelde
66cbdc95e1
Merge pull request #93171 from libklein/implement-set-get-polygons
NavigationPolygon: Implement `get`/`set_polygon` fast paths.
2024-08-17 00:45:50 +02:00
Rémi Verschelde
18f3bb7566
Merge pull request #91978 from kitbdev/select_first_wrapped_char
Fix TextEdit caret movement at start of wrapped lines
2024-08-17 00:45:45 +02:00
Rémi Verschelde
195a174864
Merge pull request #90690 from jsjtxietian/camera-aspect
Adjust orthographic camera gizmo with respect to `keep_aspect` setting
2024-08-17 00:45:34 +02:00
Hilderin
0987a9dc06 Fix drag&drop between window on Windows 2024-08-16 18:40:46 -04:00
Patrick Sean Klein
a1fe6ffa19
NavigationPolygon: Implement get/set_polygon fast paths. 2024-08-17 00:31:58 +02:00
ocean
13b20820ba Fix Godot not quitting with --doctool --gdscript-docs. 2024-08-16 18:18:45 -04:00
Rémi Verschelde
5b6d9a7dd8
Merge pull request #95659 from clayjohn/RD-sky-affect
Ensure `fog_sky_affect` is used even when using a background color
2024-08-16 23:49:58 +02:00
Rémi Verschelde
2af825c0aa
Merge pull request #95640 from kevinkuo52/debug-overdraw-call-count
Fix draw call count and object count for OverDraw display mode on Forward+
2024-08-16 23:45:49 +02:00