43c03e224a
Use correct ndc for proximity fade in Compatibility
2025-10-08 21:18:41 -07:00
96ca7a205d
Use correct ndc equation in Compatibility refraction
2025-10-04 02:03:31 -07:00
9fbf5808a0
Rename server "free" functions to "free_rid" to match exposed API
2025-09-30 16:52:25 -07:00
748f35ccb8
Fix fixed size flag on StandardMaterial3D when rendering in stereo
2025-09-11 20:53:19 +10:00
f766e401db
[MSDF] Fix outline bleed out at small sizes.
2025-08-31 23:35:33 +03:00
61c6d40c63
Merge pull request #109052 from Squamto/108905
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Fix overflowing render priority for stencil mode outline and xray
2025-08-21 06:24:27 -05:00
6a3941b5d9
Fix MSDF outline size clamping.
2025-08-19 08:28:33 +03:00
86e61a311f
Use MSDF instead of MTSDF for font rendering.
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com >
2025-08-09 10:41:16 +03:00
cd737eed2f
Fix disallow stencil mode outline and xray for RENDER_PRIORITY_MAX
2025-07-29 22:42:00 +02:00
db28859774
Merge pull request #107591 from timothyqiu/group-enable-default
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Make `PROPERTY_HINT_GROUP_ENABLE` hide properties by default
2025-06-24 18:34:28 -05:00
8450eb2411
Merge pull request #107808 from apples/apples-stencil-preset-readwrite-fix
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Fix stencil preset `next_pass` stencil flags
2025-06-22 11:59:26 +02:00
b0947003e0
Fix stencil preset next_pass stencil flags
2025-06-21 11:05:32 -05:00
8ce3011ae6
Fixed stencil preset priorities
2025-06-21 10:48:25 -05:00
a7ab249a2a
Make PROPERTY_HINT_GROUP_ENABLE hide properties by default
2025-06-16 20:03:49 +08:00
bf8edd2c2a
Fix bent normal maps not working with triplanar UVs
2025-06-12 14:45:37 +02:00
8ba4656ea3
Compile out editor-only logic within validate_property in games
2025-06-12 12:54:19 +08:00
d674c9e289
Add stencil support for spatial materials
2025-06-11 09:59:10 -05:00
7574a5dbb3
Add depth function for spatial materials
2025-06-06 09:21:19 -05:00
5a30a7e7cd
Add shader baker to project exporter.
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Metal Support contributed by Migeran (https://migeran.com ) and Stuart Carnie.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com >
Co-authored-by: Gergely Kis <gergely.kis@migeran.com >
2025-05-27 12:45:27 -03:00
506417fe43
Merge pull request #105623 from lodetrick/section-feature-hide
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Allow Inspector Section Checkboxes to hide features, Add "On" text to checkboxes
2025-05-26 11:24:25 -05:00
1a427d3dec
Add feature hint string and "On" text for checkable groups
2025-05-21 14:56:55 -07:00
9a1def8da1
Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
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Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
9828c365c3
Add support for bent normals for indirect lighting and specular occlusion
2025-05-12 12:52:04 +02:00
56730d0cb2
Add specular occlusion from ambient light
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Co-authored-by: guerro323 <kaltobattle@gmail.com >
2025-05-08 23:52:01 +02:00
f8f350a32a
Add GLOBAL_GET cached macros.
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GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com >
2025-04-30 15:08:50 +01:00
91fe434a86
Always use String as StringName backing internally.
2025-04-23 14:57:03 +02:00
ebe9370724
Add enable checkboxes to editor sections
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Fixes https://github.com/godotengine/godot-proposals/issues/4173
2025-04-15 13:49:41 -07:00
09282c316a
Renderer: Reduce scope of mutex locks to prevent common deadlocks
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Fixes #102877
2025-04-13 06:56:13 +10:00
22b5ec17fb
Using iterator pattern instead of List::Element *.
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Co-authored-by: Adam Scott <ascott.ca@gmail.com >
2025-03-28 13:29:15 +08:00
97ee05e9b7
Rename version defines to GODOT_VERSION_* to match GDExtension godot-cpp
2025-03-12 11:11:38 -07:00
a1846b27ea
Improve use of Ref.is_null/valid
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Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
ed83e5ee4b
Fix shader compilation errors when using MSDF fonts with Label3D nodes
2024-12-20 17:30:55 -07:00
4bfc6f8d70
Fix deadlock possibility in threaded load of materials
2024-12-13 12:49:10 +01:00
3dfc832272
Replace textureSize() with a uniform in BaseMaterial3D for MSDF rendering
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This uniform was already defined for other uses previously.
`textureSize()` is known to be slow on mobile platforms due to how
the drivers implement it there, so it's best avoided.
2024-12-11 15:44:06 +01:00
70ff57b5f3
Merge pull request #99716 from DarioSamo/material-dirty-updates
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Restore dirty list for BaseMaterial3D but don't use it on resource loader.
2024-12-03 14:40:41 -06:00
34a19f07a4
Restore dirty list for BaseMaterial3D but don't use it on resource loader.
2024-11-27 10:37:19 -03:00
9e34e45480
Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane
2024-11-26 21:43:46 -08:00
b9d25580ce
Fix implementation of property_can_revert() in various classes
2024-10-04 23:02:04 +02:00
e2c6daf7ef
Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
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- 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.
2024-10-02 15:11:58 -03:00
41ffc696d2
Merge pull request #93449 from Calinou/basematerial3d-refraction-use-depth-comparison
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Fix BaseMaterial3D refracting objects located in front of the material
2024-10-01 17:30:20 +02:00
8a485ff658
Fix BaseMaterial3D refracting objects located in front of the material
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Depth comparison is now used to prevent refraction from occurring
if the pixel being refracted is located in front of the object.
For pixels slightly behind the object, a `smoothstep()` curve
is used to progressively increases refraction intensity
as the distance between the object and the refraction increases.
This avoids sudden discontinuities in the refraction.
Co-authored-by: GeneralLegendary <generallegendary456@gmail.com >
2024-09-26 15:12:31 +02:00
c2af6bcb59
GDExtension: Mark virtual function as is_required in extension_api.json
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Co-authored-by: Jovan Gerodetti <jovan.gerodetti@titannano.de >
2024-09-11 16:48:14 -05:00
194bdde947
Cleanup of raw nullptr checks with Ref
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Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
2024-08-31 15:01:09 +02:00
ba23b22153
Enable revert button for ShaderMaterial::next_pass and ShaderMaterial::render_priority.
2024-08-22 16:28:59 -04:00
72c7e51905
Use PackedVector4Array instead of float array for vec4 array uniform
2024-06-28 13:34:43 +03:00
281e0e6a5b
Allow BaseMaterial3D height/dither fade to work with Compatibility rendering
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Compatibility is based on OpenGL ES 3.0, so the height shader
(including deep parallax) and distance fade dither modes work
just fine with no adjustments required.
2024-06-22 00:57:22 +02:00
ea683cd152
Material: Fix marking as ready
2024-06-13 13:12:55 +02:00
2c50e87f60
Merge pull request #89470 from jsjtxietian/msdf-uv
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Fix shader compilation error when enabling texture MSDF and UV1 Triplanar at the same time
2024-05-29 22:13:30 +02:00
bdefe53992
Merge pull request #91909 from KoBeWi/have_fun_reviewing_this
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Use Core/Scene stringnames consistently
2024-05-14 12:07:03 +02:00
413c11357d
Use Core/Scene stringnames consistently
2024-05-13 23:41:07 +02:00