| Commit message (Collapse) | Author | Age | Files | Lines |
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Allow black metallic materials to reflect IBL
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Properly remap roughness when reading from radiance map
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This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
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This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.
Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
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In multiple locations in the codebase hash_murmur3_one_32 is used for
generating hash values.
Whenever a sequence of multiple hash-calculation happens within a single
function, the previous hash value is always used as input in the following
hash-calculations. The only exception is get_cache_multipass, where currently the previous
hash value is overridden without utilizing it.
This patch corrects that.
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Expose `BarrierMask` as flags enum in `RenderingDevice`
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They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
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fixed incorrect mesh normals in shaders
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Also clean up skeleton code in preparation for adding them to GLES3
Properly update Mesh2D AABBs when skeleton is updated
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Fix VRS issues
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Fix alpha hash by correcting typos and doing calculations in object space
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Add GPUParticles to the OpenGL3 renderer.
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This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.
This does not include 3D SDF collisions, trails, or
manual emission.
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Use raster versions of copy effects for 2D operations when using the mobile renderer
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renderer
This PR implements a few basic copy operations in raster that weren't available before
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Implement is_animated and casts_shadows
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This allows the renderer to correctly decide when to update shadow maps
This PR also adds TIME to a few missing places
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Scale light shadow bias by soft_shadow_scale to reduce shadow acne
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quality settings
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Use opaque rendering pipeline for alpha hash materials
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This has several benefits:
- Transparency sorting issues inherent to alpha blending no longer occur.
- Alpha hash materials can now cast shadows (also works with
GeometryInstance3D Transparency's property for alpha hash materials).
- Higher performance.
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Properly set TIME shader uniform when rendering shadows
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Fix cluster_render.glsl failing on some Macs
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Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
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Fix inconsistency between vector field texture and world space directions
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Ensure user shader is used in depth pass when point size is used
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Enable mipmaps in cubemap roughness shader
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Expose texture_get_rd_texture for scripts
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Fix draw_primitive ignoring texture argument
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real_t was mistakenly used in uniform structs causing a mismatch between the GPU uniform and the CPU uniform
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The property already has a "seconds" suffix in the inspector.
The "lifetime" term makes it more obvious that the property is
specified as time, not a distance in units.
The property hint now allows manually entering values greater than
10 seconds.
The internal rendering value's default now matches the particles
nodes' default.
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render_target_set_override()
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Correctly set number of particle dispatches when setting view axis
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