| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
| |
Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
|
|
|
|
|
|
| |
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
|
|
|
|
|
|
| |
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
|
|\
| |
| | |
Add a debanding property to Viewport
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
It can be enabled in the Project Settings
(`rendering/quality/screen_filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
It will also slightly brighten the scene's dark areas.
As a result, it should be enabled only when banding is noticeable enough.
This closes #17006.
|
| | |
|
|\ \
| | |
| | | |
Replace SAO implementation with MSSAO
|
| | | |
|
|/ / |
|
| | |
|
| |
| |
| |
| |
| | |
-No new features yet
-Unlike godot 3.x, sorting happens using GPU
|
| | |
|
| | |
|
|/ |
|
| |
|
| |
|
| |
|
|
|
|
| |
Move GI to a deferred pass
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
|
|
|
|
|
| |
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
|
|
|
|
|
|
|
| |
This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
|
| |
|
| |
|
|\
| |
| | |
Implement decals
|
| |
| |
| |
| |
| |
| | |
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
|
|/ |
|
| |
|
|
|
|
|
| |
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
|
|
|
|
|
|
|
|
|
| |
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes
Closes #17260
|
| |
|
|
|
|
|
|
|
|
| |
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.
Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
|
| |
|
| |
|
|
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
|