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path: root/scene/resources/material.cpp
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* Optimise Object's `get_argument_options`Micky2024-02-291-2/+4
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* Fix shadows for billboarded Sprite3D'sErik Johnson2024-02-131-3/+5
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* Fix `ShaderMaterial::_property_get_revert` crash when given non-exist `p_name`jsjtxietian2024-01-291-1/+1
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* Add const lvalue ref to container parametersMuller-Castro2024-01-051-1/+1
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* Fix missing autocompletion for inheriting classesMicky2024-01-031-1/+1
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* Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterialHugo Locurcio2023-11-231-1/+1
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* Fix several Material texture parameter updatesbitsawer2023-11-011-1/+1
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* Fixing incorrect normal map when using triplanar world mapping and mesh rotationRaffaele Picca2023-10-231-9/+22
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* Fix BaseMaterial3D update with certain material settingsbitsawer2023-10-111-0/+2
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* Implement render mode fog_disabled and BaseMaterial3D setting Disable FogMilan Gruner2023-09-051-0/+5
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* Initialize MSDF parameters in BaseMaterial3D with defaultdetomon2023-07-281-1/+4
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* Unify and streamline connecting to Resource changeskobewi2023-07-171-2/+2
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* Take eye offset into account for depth in StandardMaterial3DBastiaan Olij2023-07-061-1/+1
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* Merge pull request #74937 from bitsawer/fix_uniform_storageRémi Verschelde2023-06-091-2/+26
|\ | | | | | | Fix shader uniform storage conversions and crash
| * Fix shader uniform storage conversions and crashbitsawer2023-05-291-2/+26
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* | Fix materials' shaders not updated if loaded on a non-main threadPedro J. Estébanez2023-05-311-2/+6
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* Improve `SelfList` and fix error in `BaseMaterial3D` when running doctoolRedworkDE2023-05-221-9/+7
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* Avoid sync issues in materials with scheduled shader updatesPedro J. Estébanez2023-05-101-3/+19
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* Merge pull request #75427 from Chaosus/shader_fix_groups_orderingClay John2023-05-051-15/+14
|\ | | | | Fix shader uniform groups to prevent it sorting in alphabet order
| * Fix shader uniform groups to prevent it sorting in alphabet orderYuri Rubinsky2023-03-281-15/+14
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* | Revert "Fix ShaderMaterial uniform type changes"bitsawer2023-04-281-20/+2
| | | | | | | | This reverts commit e55c6bfb7b850b8dc9fac565ab1ce56918ea4ec7.
* | Fix ShaderMaterial uniform type changesbitsawer2023-04-251-2/+20
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* | Add EXPOSURE built in to spatial shadersclayjohn2023-04-121-1/+1
|/ | | | This allows users to restore light values to pre-pre-exposure amounts
* Add warnings for unsupported features in mobile and gl_compatibility backendsclayjohn2023-02-261-10/+0
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* Fix shader parameter assignJuan Linietsky2023-02-181-1/+9
| | | | | | -Make sure the remap is created properly if never assigned before. Fixes #72923. Supersedes #73066.
* make particle billboard take into account non-uniform scaleQbieShay2023-02-131-1/+4
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* [Sprite3D/Label3D] Expose alpha antialiasing properties.bruvzg2023-01-311-2/+4
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* Fix unsafe murmur3 hash use for the default material keys, expose alpha hash ↵bruvzg2023-01-241-41/+19
| | | | transparency mode for default materials and Label3D and Sprite3D.
* Merge pull request #70377 from dsnopek/server-export-mk2Rémi Verschelde2023-01-231-0/+8
|\ | | | | | | Add "dedicated server" export mode which can strip unneeded visual resources
| * Add "dedicated server" export mode which can strip unneeded visual resourcesDavid Snopek2023-01-231-0/+8
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* | Convert en_GB spelling to en_US with codespellRémi Verschelde2023-01-231-1/+1
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* | Clean up shader parameter remapJuan Linietsky2023-01-211-13/+44
| | | | | | | | | | | | | | | | | | This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations). This cleans up all the shader parameter code. This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided. **NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
* | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn2023-01-181-2/+10
|/ | | | in favour of texture hints
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Add safety-checks before some servers `free()`Adam Scott2022-12-291-0/+2
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* Use circular fade instead of linear fade for distance fadeHugo Locurcio2022-12-051-4/+5
| | | | | | This makes distance fade look the same regardless of the camera angle, for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither). Distance fade now behaves like fog in this regard.
* Simplify GDVIRTUAL_REQUIRED_CALL callskobewi2022-11-301-10/+5
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* Simplify GDVIRTUAL_CALL callskobewi2022-10-191-10/+7
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* Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-esRémi Verschelde2022-10-111-3/+3
|\ | | | | | | Rename remaining "*_enable" to "*_enabled"
| * Rename remaining "*_enable" to "*_enabled"Micky2022-09-211-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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`
* | Fix MSVC warning C4702: unreachable codeRémi Verschelde2022-09-281-2/+0
|/ | | | Part of #66537.
* Fix sorting of uniform items in the material propertiesYuri Rubinsky2022-09-161-14/+16
| | | | | Co-authored-by: Chia-Hsiang Cheng <garychia@users.noreply.github.com>
* Merge pull request #64092 from nathanfranke/shader-uniformRémi Verschelde2022-09-141-33/+10
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| * prefix shader parameters with "shader_parameter/"Nathan Franke2022-09-021-33/+10
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* | Calculate MODELVIEW_NORMAL_MATRIX for billboard materialsJohan Aires Rastén2022-09-101-1/+5
|/ | | | Solves #65627
* Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde2022-09-021-17/+19
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| * Rename `uniform` to `parameter` across the engineYuri Rubinsky2022-09-011-17/+19
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* | Implement Physical Light Units as an optional setting.clayjohn2022-08-311-9/+36
|/ | | | | | 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.
* Improve documentation for BaseMaterial3D's alpha scissor thresholdHugo Locurcio2022-08-291-0/+2
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* Merge pull request #58600 from Calinou/material-triplanar-sharpness-clampRémi Verschelde2022-08-221-4/+6
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