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* Fix shader crashing when declaring matrix or array varyingsYuri Roubinsky2022-01-141-1/+20
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* Fix various typosluz paz2022-01-134-5/+5
| | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
* Fix completion for global constants in shadersYuri Roubinsky2022-01-131-0/+3
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* Add completion for shader_typeYuri Roubinsky2022-01-132-9/+17
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* Prevent redefinition of main functions in shaderYuri Roubinsky2022-01-131-0/+7
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* Merge pull request #56714 from bruvzg/fix_alignment_break_overrunRémi Verschelde2022-01-134-23/+36
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| * [TextServer] Improvements for line breaking, "Fill" alignment, overrun, and ↵bruvzg2022-01-134-23/+36
| | | | | | | | | | | | | | | | | | | | | | | | interaction between these modes. Fix "Fill" alignment processing wrong side of the text if overrun trim was applied. Improve "Fill" alignment to avoid adding excessive subsequent spaces or elongations. Add font detection to the overrun, to correctly add ellipsis (was using last glyph font, which doesn't necessary have dot character). Improve line breaking to avoid adding excessive subsequent soft break points for languages without word separator. Port missing overrun/justification code to the Fallback text server. Fix inferred text direction detection by controls. Add tests for "Fill" alignment and line breaking glyph flags.
* | Fix cannot use gaussian blur errorclayjohn2022-01-121-1/+1
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* Merge pull request #56169 from dkaste/fix-clip-rectsRémi Verschelde2022-01-121-0/+4
|\ | | | | Fix canvas items being drawn outside clip rects
| * Fix canvas items being drawn outside clip rectsDarren Kaste2022-01-091-0/+4
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* | Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde2022-01-1212-53/+15
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| * | Style: Remove inconsistently used `@author` docstringsRémi Verschelde2022-01-0412-53/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
* | | Optimize include files to improve `shader_language.h` compilation speedYuri Roubinsky2022-01-124-5/+5
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* | | Merge pull request #55656 from clayjohn/GLSL3-compilerRémi Verschelde2022-01-1214-76/+75
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| * | | New OpenGL batching canvas rendererclayjohn2022-01-1114-76/+75
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* | | | Merge pull request #56696 from AnilBK/use-init-listsRémi Verschelde2022-01-122-29/+36
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| * | | Use List Initializations for Vectors.Anilforextra2022-01-122-29/+36
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* | | Merge pull request #56667 from Ice-Cube69/fix_incorrect_property_typesRémi Verschelde2022-01-111-1/+1
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| * | | Fixed incorrect property typesArnav Vijaywargiya2022-01-111-1/+1
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* | | | Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overruleRémi Verschelde2022-01-111-6/+16
|\ \ \ \ | |/ / / |/| | | Fix XR viewport size overrule and incorrect usage of internal size
| * | | Fix XR viewport size overrule and incorrect usage of internal sizeBastiaan Olij2022-01-021-6/+16
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* | | | Merge pull request #56627 from Chaosus/shader_better_limit_warningRémi Verschelde2022-01-101-15/+26
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| * | | | Enhances a shader uniform limit warningYuri Roubinsky2022-01-081-15/+26
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* | | | | [TextServer] Improve ligature cursor handling.bruvzg2022-01-094-2/+53
| |_|/ / |/| | | | | | | | | | | | | | | | | | | Fix mid-grapheme hit test. Fix OpenType features property handling, add default features override option. Enable mid-grapheme cursor by default.
* | | | Use fill() to fill an entire image instead of setting pixels individually.Anilforextra2022-01-082-23/+4
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* | | Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolutionRémi Verschelde2022-01-071-0/+4
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| * | | Expose RenderingServer GI half resolution setter methodHugo Locurcio2021-12-221-0/+4
| |/ / | | | | | | | | | | | | This is required for projects to be able to change the GI half-resolution setting at run-time.
* | | Merge pull request #56540 from Calinou/renderingserver-expose-ssil-qualityRémi Verschelde2022-01-062-0/+8
|\ \ \ | | | | | | | | Expose RenderingServer SSIL quality setter methods
| * | | Expose RenderingServer SSIL quality setter methodsHugo Locurcio2022-01-062-0/+8
| | | | | | | | | | | | | | | | This allows changing SSIL quality at run-time in a project.
* | | | Fix queueing a texture and regular uniform update in RD backend in succession.SaracenOne2022-01-061-3/+3
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* | | Merge pull request #56522 from akien-mga/navigation-restore-safe-get_singletonRémi Verschelde2022-01-054-4/+4
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| * | | NavigationServer: Restore constness for thread safe `get_singleton`Rémi Verschelde2022-01-054-4/+4
| | | | | | | | | | | | | | | | | | | | This was removed by mistake in #47024, NavigationServer uses internal mutability for thread safety, and removing `const` breaks the contract.
* | | | Added material_overlay property to MeshInstance3DFernando Cosentino2022-01-0512-20/+114
|/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Applying overlay materials into multi-surface meshes currently requires adding a next pass material to all the surfaces, which might be cumbersome when the material is to be applied to a range of different geometries. This also makes it not trivial to use AnimationPlayer to control the material in case of visual effects. The material_override property is not an option as it works replacing the active material for the surfaces, not adding a new pass. This commit adds the material_overlay property to GeometryInstance3D (and therefore MeshInstance3D), having the same reach as material_override (that is, all surfaces) but adding a new material pass on top of the active materials, instead of replacing them.
* | | Merge pull request #56220 from ↵JFonS2022-01-051-23/+56
|\ \ \ | | | | | | | | | | | | | | | | williamd67/GPULightmapper-implement-sky-ambient-light GPULightmapper: react on sky ambient properties
| * | | GPULightmapper: react on sky ambient propertiesWilliam Deurwaarder2021-12-241-23/+56
| |/ / | | | | | | | | | | | | The panorama texture creation, used by GPULightmapper, has been adjusted to also take the sky ambient properties into account.
* | | Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-downRémi Verschelde2022-01-051-1/+3
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| * | | GPULightmapper: cube to panorama copy function flip y based on flagWilliam Deurwaarder2021-12-241-1/+3
| |/ / | | | | | | | | | Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
* | | Merge pull request #56278 from GanidhuAbey/dof_msaa_bugRémi Verschelde2022-01-051-0/+1
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| * | | fixed depth of field bug with msaaGanidhuAbey2021-12-261-0/+1
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* | | Fix incorrect format and buffer used for bone weights.bruvzg2022-01-052-2/+2
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* | | Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-rangeRémi Verschelde2022-01-041-1/+1
|\ \ \ | | | | | | | | Decrease the default dynamic range in VoxelGIData to 2.0
| * | | Decrease the default dynamic range in VoxelGIData to 2.0Hugo Locurcio2021-12-081-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reduces visible banding in indirect lighting and reflections. Sharp reflections now match more closely the original scene. The downside of this change is that clipping may appear in reflections in extremely bright scenes, but this should not be a concern in most scenes.
* | | | Merge pull request #54791 from NHodgesVFX/masterRémi Verschelde2022-01-044-0/+7
|\ \ \ \ | | | | | | | | | | [4.x] add more OpenGL attributes
| * | | | add more OpenGL attributesNHodgesVFX2021-11-084-0/+7
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* | | | | Merge pull request #56486 from Chaosus/shader_fix_render_modeYuri Roubinsky2022-01-042-8/+14
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| * | | | | Fix `world_vertex_coords` render mode usage in the shadersYuri Roubinsky2022-01-042-8/+14
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* | | | | Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde2022-01-0410-0/+35
|\ \ \ \ \ | | | | | | | | | | | | Add `RenderingServer.get_video_adapter_type()` method
| * | | | | Add `RenderingServer.get_video_adapter_type()` methodHugo Locurcio2021-12-1010-0/+35
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This can be used to distinguish between integrated, dedicated, virtual and software-emulated GPUs. This in turn can be used to automatically adjust graphics settings, or warn users about features that may run slowly on their hardware.
* | | | | | Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde2022-01-0419-82/+82
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| * | | | | | Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio2021-12-2919-82/+82
| | |_|_|_|/ | |/| | | | | | | | | | | | | | | | | | | | | | This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.