| Commit message (Collapse) | Author | Age | Files | Lines |
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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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[DisplayServer] Implement `has_hardware_keyboard` method for Android and iOS.
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arrays in canvas renderer
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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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Calinou/displayserver-can-create-rendering-device-add-caching
Add caching to `DisplayServer::can_create_rendering_device()`
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This greatly speeds up the method when using the Compatibility rendering
method, where this method is not guaranteed to return `true` in that case.
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In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
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Expose CameraFeed setters
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Implement vertex shading
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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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Combine texture and instance data into one uniform set in the 2D renderer
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Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
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GDExtension: Mark virtual function as `is_required` in `extension_api.json`
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Co-authored-by: Jovan Gerodetti <jovan.gerodetti@titannano.de>
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CI: Update `clang-format` pre-commit hook to 19.1.0
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Fix shader crash when return a void function call
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Jitter shadow map dithering pattern across frames when TAA is enabled
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This improves shadow quality by reducing the visibility of the noisy
pattern caused by dithering.
This jittering also applies when FSR2 is enabled, as it provides its own
form of temporal antialiasing.
Co-authored-by: Clay John <claynjohn@gmail.com>
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Style: Add `WARNING:` as new comment admonition
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Apply "snap 2D transforms to pixel" to viewport
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We shall not leave the viewport transform to be rounded by the code for
rounding canvas items. Since the viewport transform is inverse to the
camera transform, we get incorrect rounding at the halfway point that
misaligns the viewport and the canvas item which the camera is
following.
Instead, reintroduce viewport rounding, but do it in a way that matches
the rounding of canvas items. Also take into account the half-pixel
offset of the centre point when viewport dimension is not divisible by
two. For `CanvasLayer`s that follows viewport, take into account the
scale when rounding. Overall this should work better compared to the
rounding in Godot 4.2 (and earlier).
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Fix incorrect Reinhard tonemap operator
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If the module is enabled (default), 2D physics works as it did before.
If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).
The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
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Move Godot Physics 3D into a module; add dummy 3D physics server
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If the module is enabled (default), 3D physics works as it did before.
If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).
The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
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A bug was introduced from 057367bf by adding FSR 2.2.1 support.
Which increases hash collision and hurts performance.
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Calculate pixel snap in canvas space instead of world space
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This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
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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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Metal: Fix subpixel blending; fix inconsistent blend state
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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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Rindbee/check-space-in-remove_soft_body_from_query
Add forgotten `get_space()` check in `GodotArea3D::remove_soft_body_from_query()`
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`GodotArea3D::remove_soft_body_from_query()`
My fault, I added a `get_space()` check for the other `GodotArea3D::remove_*_from_query()`
but forgot about `soft_body`.
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Fix Vulkan Instance initialized twice in ProjectDialog
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AudioEffectPitchShift: Fix distortion when pitch is 1.0
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