| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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Expose RenderingServer methods to get rendering driver and method name
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This is useful for troubleshooting purposes and debug menus.
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Style: Apply `clang-tidy` fixes
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• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
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Add support for external camera feed from external plugin on Android
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Add `shadow_caster_mask` to Light3D.
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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>
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Add Linux Editor tests workflow matrix
Add Windows Editor w/ Mono workflow matrix
Add Generate Glue Code job to Windows workflow
Add Build GodotSharp job to Windows workflow
Add godot compatibility version references
Add Godot author info
Add Godot version compatibility info
Add Godot donor info
Add Godot authors and donors to editor_about.cpp
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>
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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.
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This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.
Co-authored-by: Clay John <claynjohn@gmail.com>
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Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com>
Co-authored-by: Mauricio Narvaez <nvz@meta.com>
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Expose a function to create textures from a native handle in the compatibility renderer
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compatibility renderer
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Add Betsy to speed up BC6 compression
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Physics interpolation: `MultiMesh`
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Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
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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>
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The previous computation was dependent on the vertex order in two ways:
- If the first vertex was on the AABB boundary, the AABB would be
increased by the epsilon due to size clamping
- Every time the AABB would get expanded, we would recompute end from
size and reconstruct size again, which resulted in slow floating point
drift.
In isolation this may not seem like it matters, but it means that the
same mesh with a different vertex order may result in a slightly different
AABB. This can be a significant issue due to shadow meshes and their use in
depth prepass: shadow meshes reorder vertex data as part of the
deduplication process, as they append one unique position at a time and
as such remove the duplicate positions; this can result in a different
AABB which would result in a different reconstructed vertex position
during a depth pre-pass, causing mesh self-occlusion.
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- Bind MAX_MESH_SURFACES constant in RenderingServer::_bind_methods()
- Add MAX_MESH_SURFACES constant to RenderingServer class documentation
- Reference the constant RenderingServer.MAX_MESH_SURFACES in the description of Mesh class documentation
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including
- rect, circle; both filled and unfilled.
- polyline, multiline
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Enable tangents in blend shape format when using normals
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* 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>
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Co-authored-by: Bastiaan Olij <mux213@gmail.com>
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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>
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Optimise comparisons for Object's `get_argument_options`
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Multiple fixes for compressed meshes
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good enough when using compression
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