| Commit message (Collapse) | Author | Age | Files | Lines |
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WAV stream/importer: Improve compression/loop names and descriptions
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Add support for compiling with VS clang-cl toolset
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Extract navigation-related defaults to separate header
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AudioServer: Fix code style issues
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- Drop STL copy in favor of old-school for loops.
- Be explicit about loads and stores to atomic value. (This also fixes an error in certain compiler toolchains.)
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Fix various typos
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Fix multiple ternary expressions to be used without parenthesis
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Respect integrated GPU preference in Windows Settings
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Add `String.is_valid_unicode_identifier()`
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- Adds `is_valid_unicode_identifier()`
- Adds `is_valid_ascii_identifier()`
- Deprecates `is_valid_identifier()`
- Renames `validate_identifier()` to `validate_ascii_identifier()`
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Honor `pitch_scale` value before playing audio sample
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Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
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mode looks correct
Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
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Forbid function declaration with a const qualifier in shaders
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PR #90993 added several debugging utilities.
Among them, advanced memory tracking through the use of custom
allocators and VK_EXT_device_memory_report.
However as issue #95967 reveals, it is dangerous to leave it on by
default because drivers (or even the Vulkan loader) can too easily
accidentally break custom allocators by allocating memory through std
malloc but then request us to deallocate it (or viceversa).
This PR fixes the following problems:
- Adds --extra-gpu-memory-tracking cmd line argument
- Adds missing enum entries to
RenderingContextDriverVulkan::VkTrackedObjectType
- Adds RenderingDevice::get_driver_and_device_memory_report
- GDScript users can easily check via print(
RenderingServer.get_rendering_device().get_driver_and_device_memory_report()
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- Uses get_driver_and_device_memory_report on device lost for appending
further info.
Fixes #95967
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Add debug utilities for Vulkan
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Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
- Debug-only Breadcrumb info for debugging GPU crashes and device lost
- Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks
Functionality marked as "debug-only" is only available in debug or dev
builds.
Misc fixes:
- Early break optimization in RenderingDevice::uniform_set_create
============================
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
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LightmapGI: Fix shader data alignment after #89919
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Simplify Rect2/AABB `get_support` function
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Disable creating RD projects in project manager if RD is not supported
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projects if not supported.
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Add Betsy to speed up BC6 compression
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Change hand tracking project settings and finetune `show_when_tracked`
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GDShader: Add `hint_enum` for `uniform int`
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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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Implement bicubic sampling for lightmaps
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
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Add `model_normal_matrix` for fragment shader
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Fix texture samplers to not being last in the property list
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kleonc/parallax2d_repeat_offsets_relative_to_source
Fix `Parallax2D` repeats being not relative to its transform
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Relax motion vector updates to allow skipped frames for skeletons
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