| Commit message (Collapse) | Author | Age | Files | Lines |
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This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
(cherry picked from commit godotengine/godot@e75900e1ad1a2c699829335ad3be27b4e01afec1)
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(cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084)
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
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(cherry picked from commit 3038de42452f0bb840722d2dfc84ca996f0c126b)
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Prevents DST from rearranging file times.
(cherry picked from commit 7139f46c9a1c84bdf530fa3fa4a632ce8025b6a9)
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(cherry picked from commit 0182294b3779e03d9201d596a8395cf2a094b078)
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(cherry picked from commit 359aaa48eea02f1fc00c746e106e83d523c8acea)
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MSAA support is built into GLES3 core, eliminating the need to check for GL_EXT_framebuffer_multisample, which was necessary only in GLES2 due to the lack of inherent multisample framebuffer support. This commit corrects an oversight from GLES2-based code, ensuring compatibility with GLES3 where multisampling is natively supported without extensions.
(cherry picked from commit fc955fa89f889f28bd632e1cb66fe60925979e37)
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(cherry picked from commit d2f5c1a5522601ea9b4b3f68acecd2baea6c1c6e)
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(cherry picked from commit 44e526d3d5390368497b7c9948f6ca3f2daa1a3c)
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(cherry picked from commit 70860aafd8acbb4af34941f1343a7ea5901a6c4e)
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mode looks correct
Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
(cherry picked from commit f4ccba7508fe6fbbbda92df855ad59a63a205b17)
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(cherry picked from commit e8b4568900c42544b79b3b17bfb80cd3f663021d)
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(cherry picked from commit e698351db24df691dc5ea88a6b011c24dad77ebd)
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Fixes #95837.
(cherry picked from commit bde165ccb3dc26c8414ae6e4ab659014d9428ad0)
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(cherry picked from commit 1bd8372813d8a329188c05e8cc8c0c66f60b1735)
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And apply luminance multiplier after fog in RD renderer
(cherry picked from commit 578049b7b9b9ba5d0ad02f89698a593c368ab7fc)
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`GDExtension::open_library` has a check in it to see if the library was loaded
from a temp file, and if it was to restore the original name as that is the one
we actually care about. This check is breaking extension reloading on Mac when
the library path is to a framework folder, as the file inside the framework
will not generally be the same name as the folder.
This check also shouldn't be necessary even on Windows, which is the only
platform that uses `generate_temp_files`, since disposal of the created temp
file is handled within `OS_Windows::open_dynamic_library`, and
`GDExtension::open_library` (which is the only function to call
`open_dynamic_library` with a `p_data` argument) only cares about the original
library file path and has to do extra work to remove the name of the temp file.
Instead, I have removed that check and set `OS_Windows::open_dynamic_library`
to return the name of the original file and not the name of the copy.
This fixes GDExtension reloading on macOS. I do not have a Windows machine
available to test that it still works properly on Windows, so someone should
check that before merging this.
(cherry picked from commit f44d6a235f198e3f8c5189161840315f43cfdd2e)
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(cherry picked from commit 3260437afc95253d525d63b7b1f21affde172cea)
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(cherry picked from commit 970a237c203cd9a373b1846aa029effd2e4a288d)
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Compatibility renderer
(cherry picked from commit 1bf594fb5acc63b16869c80659bef802cb3dc6d6)
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(cherry picked from commit 1c31e30359cd0e789b9ec476c43bf78350f054a3)
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our own sRGB conversion
(cherry picked from commit dfcff4ef46568216318adb37cb84c42697139ac6)
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D3D12: Avoid crash on exit
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The GLES3 renderer is always in sRGB space, even when using an HDR format
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Fix crash when assigning more textures than expected to texture array
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Fix FOG shader issue in Compatibility mode
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This switches to 64-bit integers in select locations of the Image
class, so that image resolutions of 16384×16384 (used by
lightmap texture arrays) can be used properly. Values that are larger
should also work.
VRAM compression is also supported, although most VRAM-compressed
formats are limited to individual slices of 16384×16384. WebP
is limited to 16383×16383 due to format limitations.
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ChristopheClaustre/screenshot_compat_broken_with_hdr
Fix black `get_texture()` on viewport in compatibility mode with HDR enabled
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adjusted for when HDR format is activated
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Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
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D3D12: Avoid enabling depth bounds test if unsupported
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D3D12: Get rid of `DXIL.dll`!
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I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
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Fix building with `use_volk=yes` on MacOS
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