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* Fix copyright headers referring to GodotSpartan3222024-10-2716-32/+32
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* Rebrand preambles to RedotSpartan3222024-10-1316-0/+32
| | | | | | | | | | | | | | | | | | | | | | | | (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>
* Fix LightmapGI causes crash when using --headlessJamie Pate2024-08-073-6/+123
| | | | | | | | | Fixes #89119 Add dummy LightmapInstance and Lightmap resources for headless rendering Prevents the RenderingServer from crashing when it accesses lightmap_instance->base_data
* Fix regression around OpenGL swapchain optimisation for OpenXRBastiaan Olij2024-07-291-1/+1
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* Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-0/+2
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* Shadow fade for omni lights actually stops the shadow from updating while ↵jitspoe2024-03-251-0/+1
| | | | faded out to improve performance.
* Fix never ending loop with overlapping probesBastiaan Olij2024-03-051-0/+1
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* Merge pull request #88581 from jsjtxietian/dummy-crashRémi Verschelde2024-02-231-0/+1
|\ | | | | | | Fail early if shader mode is invalid in dummy renderer
| * Fail early if shader mode is invalid in dummy rendererjsjtxietian2024-02-231-0/+1
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* | Implement hooks into rendererBastiaan Olij2024-02-181-1/+7
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* Merge pull request #88409 from jsjtxietian/high-endRémi Verschelde2024-02-171-1/+1
|\ | | | | | | Make dummy rendering server appear as a high end platform to fix vulkan shader compile error when exporting
| * Make dummy rendering server appear as a high end platformjsjtxietian2024-02-161-1/+1
| | | | | | | | to fix vulkan shader compile error when exporting
* | Merge pull request #88325 from akien-mga/texture-formatsRémi Verschelde2024-02-171-1/+1
|\ \ | | | | | | | | | Export: Unify settings for PC texture formats, removed obsoleted ETC feature
| * | Remove code relative to obsoleted ETC texture formatRémi Verschelde2024-02-141-1/+1
| |/ | | | | | | Co-authored-by: BlueCube3310 <53150244+BlueCube3310@users.noreply.github.com>
* | Merge pull request #88210 from TitanNano/jovan/missing_surface_dataRémi Verschelde2024-02-171-0/+6
|\ \ | | | | | | | | | Assign missing surface data fields in dummy render server
| * | Assign missing surface data fields in dummy render serverJovan Gerodetti2024-02-111-0/+6
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* | | Support custom AABB within MultiMesh resourcesArman Elgudzhyan2024-02-151-0/+3
| |/ |/| | | | | | | - Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations. - Should also help improve CPU Particle performance.
* | Finish splitting functionality of the Vulkan and D3D12 backends into ↵Dario2024-02-121-1/+0
|/ | | | RenderingDeviceDriver.
* Fix missing instance type in dummy rendererA Thousand Ships2024-02-081-0/+2
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* Free dummy renderer objectsA Thousand Ships2024-01-293-0/+11
| | | | These leaked during tests etc.
* Merge pull request #87390 from clayjohn/dummy-multimeshYuri Sizov2024-01-252-5/+41
|\ | | | | | | Add basic multimesh data needed for headless export to the Dummy rendering server
| * Add basic multimesh data needed for headless export to the Dummy rendering ↵clayjohn2024-01-192-5/+41
| | | | | | | | server
* | Merge pull request #87392 from clayjohn/dummy-shaderYuri Sizov2024-01-244-11/+161
|\ \ | | | | | | | | | Add DummyShader handling to Dummy RenderingServer to ensure shader parameters are saved in headless export
| * | Add DummyShader handling to Dummy RenderingServer to ensure shader ↵clayjohn2024-01-224-11/+161
| |/ | | | | | | parameters are saved in headless export
* | Merge pull request #84894 from clayjohn/tangent-error-messageYuri Sizov2024-01-241-1/+4
|\ \ | | | | | | | | | Store ArrayMesh path in RenderingServer for use in error messages
| * | Store ArrayMesh path in RenderingServer for use in error messagesclayjohn2023-11-141-1/+4
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* | | Add a reflection mask to the reflection probes.Marcel Offermans2024-01-201-0/+2
| |/ |/| | | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* | Skip swapchain logic if there is nothing to present (Android OpenXR)Bastiaan Olij2024-01-081-0/+2
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* | Implement render info counters for the 2D rendererclayjohn2023-12-061-1/+1
| | | | | | | | This provides information for the debug monitors
* | Ensure 2D MSAA resolve is performed when 3D content but no 2D content in sceneBastiaan Olij2023-11-161-0/+3
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* Merge pull request #81167 from bitsawer/fix_sdfgi_editor_changeRémi Verschelde2023-10-251-0/+2
|\ | | | | | | Reset SDFGI when changing editor scene tabs
| * Reset SDFGI when changing editor scene tabsbitsawer2023-08-301-0/+2
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* | Merge pull request #79169 from reduz/debug-canvas-item-redrawRémi Verschelde2023-10-111-0/+2
|\ \ | | | | | | Debug CanvasItem redraw
| * | Debug CanvasItem redrawJuan Linietsky2023-08-281-0/+2
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I wanted to add this tool for years and always forget. This command line option: ``` $ godot.exe -e --debug-canvas-item-redraw ``` Allows to see when a canvas item is redrawn. This helps find out if something in the UI is refreshing in a way it should not. Examples as such: * Signals causing more of the UI to redraw. * Container resizing causes more UI elements to redraw. * Something using a timer is redrawing all time time, which can go unnoticed. To my surprise, the editor UI is redrawing very efficiently. There is some weird stuff with the scene tabs, redrawing when the inspector changes but most things for the most part are fine.
* | Particle internal refactor and additions for more artistic controlQbieShay2023-10-101-0/+3
| | | | | | | | | | | | | | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* | [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicableA Thousand Ships2023-09-254-10/+10
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* Add option to enable HDR rendering in 2Dclayjohn2023-08-071-0/+2
| | | | | | | This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
* Add custom texture create functionBastiaan Olij2023-07-261-0/+3
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* (Re-)Implemented Light3D's property "shadow_reverse_cull_face"Markus Grafen2023-05-191-0/+1
| | | | The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
* For GDExternal use, provides access to internal graphics handles for texturesBastiaan Olij2023-05-091-0/+1
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* Merge duplicate rd_texture functionsBastiaan Olij2023-03-101-1/+1
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* Implement cull_mask for decals and lights in mobile and compatibility backendsclayjohn2023-02-062-0/+2
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* Merge pull request #72075 from Maran23/extents-to-sizeRémi Verschelde2023-02-013-4/+4
|\ | | | | | | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
| * Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-313-4/+4
| | | | | | | | | | | | | | | | | | | | | | GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
* | Automatically transform Skeleton2D calculations so pivots are not neededclayjohn2023-01-271-0/+1
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* Sort decals and lights based on camera originclayjohn2023-01-201-0/+1
| | | | | | Also implement sort_offset for decals Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* One Copyright Update to rule them allRémi Verschelde2023-01-0514-406/+406
| | | | | | | | | | | | | | | | | | | | 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".
* Merge pull request #70253 from BastiaanOlij/cleanup_sky_renderRémi Verschelde2022-12-231-0/+1
|\ | | | | | | Cleanup and improve sky render
| * Cleanup and improve sky renderBastiaan Olij2022-12-231-0/+1
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* | Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij2022-12-231-0/+1
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