Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Optimise Object's `get_argument_options` | Micky | 2024-02-29 | 1 | -2/+4 |
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* | Fix shadows for billboarded Sprite3D's | Erik Johnson | 2024-02-13 | 1 | -3/+5 |
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* | Fix `ShaderMaterial::_property_get_revert` crash when given non-exist `p_name` | jsjtxietian | 2024-01-29 | 1 | -1/+1 |
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* | Add const lvalue ref to container parameters | Muller-Castro | 2024-01-05 | 1 | -1/+1 |
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* | Fix missing autocompletion for inheriting classes | Micky | 2024-01-03 | 1 | -1/+1 |
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* | Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial | Hugo Locurcio | 2023-11-23 | 1 | -1/+1 |
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* | Fix several Material texture parameter updates | bitsawer | 2023-11-01 | 1 | -1/+1 |
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* | Fixing incorrect normal map when using triplanar world mapping and mesh rotation | Raffaele Picca | 2023-10-23 | 1 | -9/+22 |
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* | Fix BaseMaterial3D update with certain material settings | bitsawer | 2023-10-11 | 1 | -0/+2 |
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* | Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog | Milan Gruner | 2023-09-05 | 1 | -0/+5 |
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* | Initialize MSDF parameters in BaseMaterial3D with default | detomon | 2023-07-28 | 1 | -1/+4 |
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* | Unify and streamline connecting to Resource changes | kobewi | 2023-07-17 | 1 | -2/+2 |
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* | Take eye offset into account for depth in StandardMaterial3D | Bastiaan Olij | 2023-07-06 | 1 | -1/+1 |
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* | Merge pull request #74937 from bitsawer/fix_uniform_storage | Rémi Verschelde | 2023-06-09 | 1 | -2/+26 |
|\ | | | | | | | Fix shader uniform storage conversions and crash | ||||
| * | Fix shader uniform storage conversions and crash | bitsawer | 2023-05-29 | 1 | -2/+26 |
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* | | Fix materials' shaders not updated if loaded on a non-main thread | Pedro J. Estébanez | 2023-05-31 | 1 | -2/+6 |
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* | Improve `SelfList` and fix error in `BaseMaterial3D` when running doctool | RedworkDE | 2023-05-22 | 1 | -9/+7 |
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* | Avoid sync issues in materials with scheduled shader updates | Pedro J. Estébanez | 2023-05-10 | 1 | -3/+19 |
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* | Merge pull request #75427 from Chaosus/shader_fix_groups_ordering | Clay John | 2023-05-05 | 1 | -15/+14 |
|\ | | | | | Fix shader uniform groups to prevent it sorting in alphabet order | ||||
| * | Fix shader uniform groups to prevent it sorting in alphabet order | Yuri Rubinsky | 2023-03-28 | 1 | -15/+14 |
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* | | Revert "Fix ShaderMaterial uniform type changes" | bitsawer | 2023-04-28 | 1 | -20/+2 |
| | | | | | | | | This reverts commit e55c6bfb7b850b8dc9fac565ab1ce56918ea4ec7. | ||||
* | | Fix ShaderMaterial uniform type changes | bitsawer | 2023-04-25 | 1 | -2/+20 |
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* | | Add EXPOSURE built in to spatial shaders | clayjohn | 2023-04-12 | 1 | -1/+1 |
|/ | | | | This allows users to restore light values to pre-pre-exposure amounts | ||||
* | Add warnings for unsupported features in mobile and gl_compatibility backends | clayjohn | 2023-02-26 | 1 | -10/+0 |
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* | Fix shader parameter assign | Juan Linietsky | 2023-02-18 | 1 | -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 scale | QbieShay | 2023-02-13 | 1 | -1/+4 |
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* | [Sprite3D/Label3D] Expose alpha antialiasing properties. | bruvzg | 2023-01-31 | 1 | -2/+4 |
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* | Fix unsafe murmur3 hash use for the default material keys, expose alpha hash ↵ | bruvzg | 2023-01-24 | 1 | -41/+19 |
| | | | | transparency mode for default materials and Label3D and Sprite3D. | ||||
* | Merge pull request #70377 from dsnopek/server-export-mk2 | Rémi Verschelde | 2023-01-23 | 1 | -0/+8 |
|\ | | | | | | | Add "dedicated server" export mode which can strip unneeded visual resources | ||||
| * | Add "dedicated server" export mode which can strip unneeded visual resources | David Snopek | 2023-01-23 | 1 | -0/+8 |
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* | | Convert en_GB spelling to en_US with codespell | Rémi Verschelde | 2023-01-23 | 1 | -1/+1 |
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* | | Clean up shader parameter remap | Juan Linietsky | 2023-01-21 | 1 | -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_TEXTURE | clayjohn | 2023-01-18 | 1 | -2/+10 |
|/ | | | | in favour of texture hints | ||||
* | One Copyright Update to rule them all | Rémi Verschelde | 2023-01-05 | 1 | -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 Scott | 2022-12-29 | 1 | -0/+2 |
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* | Use circular fade instead of linear fade for distance fade | Hugo Locurcio | 2022-12-05 | 1 | -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 calls | kobewi | 2022-11-30 | 1 | -10/+5 |
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* | Simplify GDVIRTUAL_CALL calls | kobewi | 2022-10-19 | 1 | -10/+7 |
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* | Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-es | Rémi Verschelde | 2022-10-11 | 1 | -3/+3 |
|\ | | | | | | | Rename remaining "*_enable" to "*_enabled" | ||||
| * | Rename remaining "*_enable" to "*_enabled" | Micky | 2022-09-21 | 1 | -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 code | Rémi Verschelde | 2022-09-28 | 1 | -2/+0 |
|/ | | | | Part of #66537. | ||||
* | Fix sorting of uniform items in the material properties | Yuri Rubinsky | 2022-09-16 | 1 | -14/+16 |
| | | | | | Co-authored-by: Chia-Hsiang Cheng <garychia@users.noreply.github.com> | ||||
* | Merge pull request #64092 from nathanfranke/shader-uniform | Rémi Verschelde | 2022-09-14 | 1 | -33/+10 |
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| * | prefix shader parameters with "shader_parameter/" | Nathan Franke | 2022-09-02 | 1 | -33/+10 |
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* | | Calculate MODELVIEW_NORMAL_MATRIX for billboard materials | Johan Aires Rastén | 2022-09-10 | 1 | -1/+5 |
|/ | | | | Solves #65627 | ||||
* | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | 2022-09-02 | 1 | -17/+19 |
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| * | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | 2022-09-01 | 1 | -17/+19 |
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* | | Implement Physical Light Units as an optional setting. | clayjohn | 2022-08-31 | 1 | -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 threshold | Hugo Locurcio | 2022-08-29 | 1 | -0/+2 |
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* | Merge pull request #58600 from Calinou/material-triplanar-sharpness-clamp | Rémi Verschelde | 2022-08-22 | 1 | -4/+6 |
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