| Commit message (Collapse) | Author | Age | Files | Lines |
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[4.0]Remove extra exposure multiply in FXAA
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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Shader globals bugfixes
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- shader globals editor displays properties correctly
- fixed some errors how globals were transferred
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It was a leftover from an earlier version of the debanding PR
which used a simpler (but less effective) algorithm.
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tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
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Color values can become negative in the case of negative lights which
leads to undesired behaviour.
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Fix debanding slightly brightening the whole viewport
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Thanks to Mikkel Gjoel on Twitter for the tip :)
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Fix setting the default texture to shader
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Add a debanding property to Viewport
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It can be enabled in the Project Settings
(`rendering/quality/screen_filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
It will also slightly brighten the scene's dark areas.
As a result, it should be enabled only when banding is noticeable enough.
This closes #17006.
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Replace SAO implementation with MSSAO
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Add FOG, RADIANCE, and IRRADIANCE shader overrides
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Optimize Glow with local memory
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Continue tracing screen space reflection after encountering sky
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Instead of breaking the whole trace when encountering the sky/camera far clip, continue tracing and check if "hits" are sky/far clip or not. Prevents some objects not being reflected due to gaps.
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Add aerial perspective to fixed fog
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Removed make_binders and the old style generated binders.
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This closes #42820.
Co-authored-by: Clay John <claynjohn@gmail.com>
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Fix application of window in FFT
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Fix autocompletion for emit_particle in shader editor
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
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Add METALLIC to light() built-ins
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Measure the distance from the line against the rotated object, not the
rotated line, when obtaining the object's supports against a line.
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Keeps track of the order in which items are collected by
_collect_ysort_children, and uses that order to break
ties between items with similar Y positions.
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Ignore thread models when compiling with NO_THREAD
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The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).
This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
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Expose local RenderingDevice creation to RenderingServer
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Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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