| Commit message (Collapse) | Author | Age | Files | Lines |
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Trying to change "Godot" to "Redot" in the doc while acknowledging the reference to previous Godot versions like Godot 3.X.
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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- Mention the Use Nearest Mipmap Filter project setting.
- Fix nearest mipmap claiming to always use bilinear filtering
(it uses trilinear filtering by default, like linear mipmap).
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This also describes how to set up particle flipbook animation in
GPUParticles2D's texture property.
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This commit also adds means to manually disable warnings
in `code` tags where it's a false positive with the new
`skip-lint` attribute.
Warnings are now enabled on CI to prevent future errors.
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We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
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Keep on waitin'
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This brings the overall class reference completion percentage from 87% to 92%.
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Can't stop, won't stop, they said, huh?
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
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This allows the renderer to correctly decide when to update shadow maps
This PR also adds TIME to a few missing places
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This makes the class 100% documented again.
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Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)
Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)
RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`
Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
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ImageTextureLayered, plus overhaul TextureLayered
Co-authored-by: Clay John <claynjohn@gmail.com>
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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Also affects their file names, related classes and documentation.
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Improve documentation related to anisotropic filtering
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- Set the default height scale to 5.0 and multiply it by 0.01 in the shader.
- Document heightmap properties in BaseMaterial3D class reference.
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
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Nearest-neighbor filtering of the heightmap results in a broken
appearance, with and without Deep Parallax enabled on the material.
Linear filtering results in a more expected appearance. This does
not affect other texture maps such as albedo, normal or roughness.
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This is more consistent with other BaseMaterial properties such as
`ao_texture_channel`.
This also improves the documentation related to
`albedo_texture_force_srgb`.
This also fixes a typo in the 3.x material converter.
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Using codespell 2.2-dev from current git.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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callback.
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Fix and improve cull mode description in material
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