| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| |
| |
| | |
Fixed style error.
Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
|
|\| |
|
| |\
| | |
| | |
| | | |
Add support for external camera feed from external plugin on Android
|
| | | |
|
| | | |
|
|\| | |
|
| |\ \
| | |/
| |/|
| | | |
Add `shadow_caster_mask` to Light3D.
|
| | | |
|
|/ /
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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>
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
|
| |
| |
| |
| |
| | |
Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com>
Co-authored-by: Mauricio Narvaez <nvz@meta.com>
|
| |
| |
| |
| | |
compatibility renderer
|
|\ \
| | |
| | |
| | | |
Physics interpolation: `MultiMesh`
|
| | |
| | |
| | |
| | |
| | |
| | | |
Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
|
|\ \ \
| | | |
| | | |
| | | | |
Implement bicubic sampling for lightmaps
|
| |/ /
| | |
| | |
| | | |
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
|
|\ \ \
| |/ /
|/| |
| | | |
Ensure MovieWriter output is in gamma space when using HDR 2D
|
| |/ |
|
|/
|
|
|
|
|
| |
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
|
|
|
|
|
|
| |
including
- rect, circle; both filled and unfilled.
- polyline, multiline
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.
CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.
Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
|
|
|
|
| |
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
|
|
|
|
|
|
|
| |
Adds fixed timestep interpolation to the rendering server (2D only).
Switchable on and off with a project setting (default is off).
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
|
| |
|
| |
|
| |
|
|
|
|
|
| |
- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations.
- Should also help improve CPU Particle performance.
|
|\
| |
| |
| | |
Store ArrayMesh path in RenderingServer for use in error messages
|
| | |
|
|\ \
| | |
| | |
| | | |
Add a reflection mask to the reflection probes
|
| | |
| | |
| | |
| | | |
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
|
|/ / |
|
| | |
|
|/ |
|
|\
| |
| |
| | |
Reset SDFGI when changing editor scene tabs
|
| | |
|
| | |
|
|\ \
| | |
| | | |
Debug CanvasItem redraw
|
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|/
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
| |
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 ability to call code on rendering thread
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
As more users use compute in Godot 4, the way they do is most likely incompatible when running
on separate threads and will start erroring soon as we improve the thread safety of the render thread.
To properly run code on the render thread, this function was added. Use like this:
```GDScript
func initialize_compute_code():
....
func update_compute_code(custom_data):
...
func _ready():
RenderingServer.call_on_render_thread( initialize_compute_code )
func _process():
RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) )
```
|
|/ |
|
|
|
|
| |
co-authored-by: Clay John <claynjohn@gmail.com>
|