Rémi Verschelde
947f5a8741
Merge pull request #91247 from AThousandShips/callable_fix
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Fix unsafe uses of `Callable.is_null()`
2024-04-29 10:10:32 +02:00
Rémi Verschelde
9f336a2953
Merge pull request #91219 from Lateasusual/particle-height-field-upside-down
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Fix inverted GPUParticlesCollisionHeightField3D
2024-04-29 10:10:12 +02:00
Rémi Verschelde
7cd6ea0f7e
Merge pull request #91183 from KoBeWi/small_stuff
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Misc code cleanup
2024-04-29 10:09:57 +02:00
A Thousand Ships
31e7ee63f2
Fix unsafe uses of Callable.is_null()
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`Callable.is_null()` is not equivalent to `!Callable.is_valid()` and
doesn't guarantee the call is valid.
2024-04-27 16:22:57 +02:00
Chris Clyne
1ca0eeac28
Fix inverted GPUParticlesCollisionHeightField3D
2024-04-26 17:30:50 +01:00
kobewi
914528180f
Misc code cleanup
2024-04-26 15:30:21 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
853740e2ad
Merge pull request #91191 from clayjohn/RD-soft-shadows
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Properly calculate penumbra for soft shadows with reverse z
2024-04-26 11:09:02 +02:00
Rémi Verschelde
a07f89bfb2
Merge pull request #91176 from clayjohn/GL-adjustments
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Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
Rémi Verschelde
0d589abcbd
Merge pull request #91130 from Malcolmnixon/xrhandtracker-dotnet-name-collision
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Remove the Hand enum from XRHandTracker
2024-04-26 11:08:44 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
4e5e81c7d4
Properly calculate penumbra for soft shadows with reverse z
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Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
2024-04-25 17:06:49 -07:00
Malcolm Nixon
e00e5c0386
Remove the Hand enum from XRHandTracker to fix name-collision with the hand property of the base class.
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Co-Authored-By: David Snopek <191561+dsnopek@users.noreply.github.com>
2024-04-25 19:38:57 -04:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
Rémi Verschelde
a754bbc565
Merge pull request #91059 from BastiaanOlij/fix_multiview_copy
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Fix issue with copy shader not working in multiview
2024-04-23 19:12:24 +02:00
Rémi Verschelde
258be6d762
Merge pull request #90911 from clayjohn/RD-tex-copy
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Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures
2024-04-23 19:11:51 +02:00
Rémi Verschelde
99cff796ea
Merge pull request #90883 from cosparks/fix-sdf-collision-2d
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Fix LightOccluder2D SDF Collision Enable/Disable
2024-04-23 19:11:40 +02:00
Rémi Verschelde
a55ffba31b
Merge pull request #90620 from thimenesup/fix_push_constant
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Fix incorrect bounds check in RenderingDevice push constant
2024-04-23 19:11:17 +02:00
Bastiaan Olij
226ca2f04c
Fix issue with copy shader not working in multiview
2024-04-23 21:46:39 +10:00
cosparks
6d0dca76c0
Fixes SDF Collision Enable/Disable
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- sets LightOccluderInstance field when sdf collision is updated
- adds check for light occluder sdf_collision field in 2d renderers
2024-04-22 20:27:56 -07:00
bruvzg
a116801ec7
Improve TextEdit/LineEdit word selection.
2024-04-22 14:02:07 +03:00
Rémi Verschelde
bffaa98b13
Merge pull request #90645 from Malcolmnixon/unified-xr-trackers
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Rework XR Trackers to have a common ancestor
2024-04-22 12:52:07 +02:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
clayjohn
c52e217cd3
Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures
2024-04-19 10:17:17 -07:00
Rémi Verschelde
fba6803486
Merge pull request #90876 from smix8/source_geometry_callback
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Add navigation mesh source geometry parsers and callbacks
2024-04-19 16:28:30 +02:00
Rémi Verschelde
993d15da17
Merge pull request #90821 from clayjohn/RD-clip-children-rect
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Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-19 16:27:41 +02:00
smix8
58593d1bb7
Add navigation source geometry parser callbacks
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Adds navigation source geometry parser callbacks so that externals can hook their own geometry into the navigation mesh baking process.
2024-04-19 12:10:57 +02:00
Malcolm Nixon
823ae7b3fa
Rework XR Trackers to have a common ancestor. Allow creation of XRNode3D to drive node positions and visibility.
2024-04-18 20:04:01 -04:00
Rémi Verschelde
9c05ff2952
Merge pull request #90828 from clayjohn/RD-draw_list_depth
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Revert change to default depth clear value in `draw_list_begin()`
2024-04-18 12:24:56 +02:00
Rémi Verschelde
043ca7c63c
Merge pull request #88306 from KoBeWi/PropertyListHelper_will_come_for_you
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Add PropertyListHelper in all simple cases
2024-04-18 12:24:17 +02:00
clayjohn
eb62c5b27f
Revert change to default depth clear value in draw_list_begin
2024-04-17 19:08:22 -07:00
clayjohn
adfc9ccc44
Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-17 15:19:20 -07:00
Rémi Verschelde
acd3d2497f
Merge pull request #90791 from timothyqiu/see-you-again
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Fix potential infinite loop when using global menu
2024-04-17 20:26:34 +02:00
Haoyu Qiu
43ed8d4768
Fix potential infinite loop when using global menu
2024-04-17 20:11:57 +08:00
Oxi
1815871b90
Fixed unshaded mode lightmaps
2024-04-17 10:38:54 +01:00
Rémi Verschelde
093d06480a
Merge pull request #90763 from Calinou/worldboundaryshape-increase-size
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Increase size of WorldBoundaryShape to be much larger
2024-04-17 10:59:13 +02:00
Rémi Verschelde
ce13f0c033
Merge pull request #90749 from kleonc/y-sort-branch-root-transform-fix
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Fix rendering transform of Y-sorted branch-root
2024-04-17 10:58:58 +02:00
Hugo Locurcio
74aeab5385
Increase size of WorldBoundaryShape to be much larger
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The size was previously 20,000 pixels or units, which could be easily
reached in many projects. It is now 2,000,000,000,000,000 pixels or units,
which is larger than the supported coordinate space with a single-precision
build, and still very large in a double precision build.
2024-04-16 18:26:46 +02:00
kleonc
983cdb2f54
Fix transform of Y-sorted branch-root
2024-04-16 14:26:47 +02:00
Rémi Verschelde
09825bcc1a
Merge pull request #90729 from aaronfranke/move-nav-msgd
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Move NavigationMeshSourceGeometryData(2D/3D) to the 2D/3D subfolders
2024-04-16 13:30:57 +02:00
Rémi Verschelde
8901e8776a
Merge pull request #90587 from clayjohn/reversez-shader-warn
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Warn users when assigning `VERTEX` directly to `POSITION` due to compatibility breakage from Reverse Z changes
2024-04-16 13:30:47 +02:00
Aaron Franke
77e35cf781
Move NavigationMeshSourceGeometryData(2D/3D) to the 2D/3D subfolders
2024-04-15 18:40:43 -07:00
Rémi Verschelde
c951421c99
Merge pull request #90268 from RandomShaper/wtp_servers
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Use WorkerThreadPool for Server threads (enhanced)
2024-04-15 10:12:00 +02:00
thimenesup
1ab5a47347
Fix incorrect bounds check in rendering device push constant
2024-04-13 14:53:19 +02:00
clayjohn
2f83b400a8
Warn users when assigning VERTEX directly to POSITION due to compatibility breakage from reverse z changes
2024-04-12 10:38:35 -07:00
kobewi
e95e954c68
Add PropertyListHelper in all simple cases
2024-04-11 18:13:29 +02:00
smix8
1c134f4a3d
Add navigation path simplification
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Adds navigation path simplification for NavigationServer and NavigationAgent.
2024-04-11 12:32:21 +02:00
Juan Linietsky
65686dedf9
Use WorkerThreadPool for Server threads
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* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.
CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.
Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
Pedro J. Estébanez
c28f5901c7
Polish interaction between windowing, input and rendering
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- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00