| Commit message (Collapse) | Author | Age | Files | Lines |
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Remove playback fade-in and add comments to `AudioServer`
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Co-authored-by: Ellen Poe <ellen@ellenhp.me>
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Fix Frustum Sky projection translation logic shearing
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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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• `modernize-use-default-member-init` and `readability-redundant-member-init`
• Minor adjustments to `.clang-tidy` to improve syntax & remove redundancies
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Fix splash screen upside down on Android
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Fixes an issue introduced in #96439 (see
https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702)
Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.
First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.
But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.
Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.
This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
#96439) and now saves the preTransform value in the swapchain.
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Add dependency detection improvements to the render graph.
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- Buffers changing their usage are no longer treated as write usage unless the API requires it.
- Draw lists are not treated as being dependent on each other if their regions do not intersect despite both being write commands.
- Particles were tweaked to use different unused buffers to reduce dependencies.
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Add multiple specialization constants to Forward+ and Mobile.
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Add support for external camera feed from external plugin on Android
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and `options`
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Add draw indirect to Rendering Device
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2D: Fix various issues and minor performance optimisations
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[macOS/iOS] Use hardware sampling rates for audio I/O.
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Fix transfer alignment on initial texture transfer.
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Fixes the regression caused by transfer workers with textures with non-standard dimensions such as the ones provided in #98601.
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[Codestyle] Set clang-format `RemoveSemicolon` rule to `true`
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- Set clang-format `Standard` rule to `c++20`
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Fix Occlusion Culling not working for an orthogonal camera.
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Add Swappy & Pre-Transformed Swapchain
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- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)
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The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
Changes from original PR:
- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
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Fix copyright headers referring to Godot
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Fix race conditions in breadcrumbs
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Adds "--accurate-breadcrumbs" CLI command
Additionally, leave out breadcrumbs code in non-debug, non-dev builds.
Fix regression introduced in #98388 where command_insert_breadcrumb() is
called even in non-debug builds.
Fixes #98338
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OpenXR: Add support for Wayland on Linux
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Add `AudioServer.get_driver_name()` to get the actual audio driver name
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The project setting does not reflect CLI argument overrides
(including `--headless` which sets the audio driver to `Dummy`),
so it can't be reliably used to detect which audio driver is
actually being used at run-time.
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Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global
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Fix to occlusion culling where all math is based on Euclidean distance.
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distance.
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Add `shadow_caster_mask` to Light3D.
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Fix light culling mask behavior in Mobile and Compat renderers
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