158f13aebf
Merge pull request #102232 from bruvzg/xattr
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[FileAccess] Implement support for reading and writing extended file attributes/alternate data streams.
2025-11-25 09:52:37 -06:00
0da802cdd7
Merge pull request #111114 from bruvzg/sigpipe_ign
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Suppress SIGPIPE when writing to a pipe.
2025-11-25 09:52:27 -06:00
d17ea061bc
Move D3D12's automatic texture clears to RenderingDevice.
2025-11-25 09:34:38 -03:00
ec7de6b82b
Fix all D3D12 object memory leaks.
2025-11-24 16:45:47 +03:00
d454e1a1e0
[FileAccess] Implement support for reading and writing extended file attributes/alternate data streams.
2025-11-24 11:18:25 +02:00
dca2986321
Merge pull request #112844 from bruvzg/cwd_error
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Add error message when trying to load project from CWD.
2025-11-21 18:37:29 -06:00
ccf414ecb4
Merge pull request #112989 from blueskythlikesclouds/typed-uav-load-additional-check
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Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-21 14:46:53 -06:00
8480b62202
Merge pull request #113000 from brycehutchings/d3d12_descriptor_heap_pool_corruption_fix
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Fix corruption of D3D12 CPU descriptor heap free blocks
2025-11-21 14:46:47 -06:00
17703ab0fb
Fix corruption of cpu descriptor heap free blocks
2025-11-20 15:51:12 -08:00
a7358ddd12
Add error message when trying to load project from CWD.
2025-11-20 23:19:09 +02:00
8c505d98e4
Merge pull request #112914 from blueskythlikesclouds/d3d12-buffer-create-fix
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Fix buffer creation on old D3D12 runtimes.
2025-11-20 11:10:53 -06:00
2edc43df8e
Merge pull request #78598 from BastiaanOlij/resolve_depth_buffer_mobile
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Resolve depth buffer in mobile renderer when required
2025-11-20 11:10:48 -06:00
2331470128
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-20 19:26:00 +03:00
6de36fe6b2
Silence warnings about DisplayServer icons on iOS and visionOS
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Setting window icons is not supported on iOS or visionOS,
but there is no concept of window icons on those platforms anyway.
2025-11-18 23:33:13 +01:00
d30ec9aef0
Merge pull request #112888 from dhoverb/meta_foveation_eye_tracked
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Implement XR_META_foveation_eye_tracked
2025-11-18 14:00:47 -06:00
8cb0cc8a1f
Merge pull request #110943 from GlitchedCode922/fix_backup_permissions
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Fix permission handling for write backup files (`FileAccessUnix`)
2025-11-18 14:00:41 -06:00
53e1ea184a
Implement XR_META_foveation_eye_tracked
2025-11-18 14:58:11 +00:00
eafc21fb05
Merge pull request #112784 from migueldeicaza/fix_dynamic_xcframework_loading
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iOS: Fix loading of xcframework dynamic libraries.
2025-11-18 08:25:45 -06:00
92d3fc302a
Fix buffer creation on old D3D12 runtimes.
2025-11-18 15:33:30 +03:00
21ffbecfa9
Resolve depth buffer in pass if supported by driver
2025-11-17 17:29:38 +11:00
b1465d6af0
iOS: Fix loading of xcframework dynamic libraries.
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The logic used to determine whether to invoke the in-memory registration or to
delegate the loading of a library is incorrect for xcframework packages - as
these can contain either static or dynamic libraries.
This change instead lets the operating system handle the library request, and if
it fails, it attempts to load from the internal registry.
With this change, xcframeworks containing dynamic libraries work without
workarounds on iOS.
With an additional fallback case courtesy of @bruvzg
This fixes https://github.com/godotengine/godot/issues/112783
2025-11-14 16:31:09 -05:00
e46c2ea3fa
Merge pull request #112379 from bruvzg/tts64id
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Make `utterance_id` 64-bit.
2025-11-14 14:23:17 -06:00
235d11245c
Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
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Massively optimize canvas 2D rendering by using vertex buffers
2025-11-14 14:23:02 -06:00
90c0e6acca
2D: Switch to VBOs for instance data
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- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
bandwidth
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com >
2025-11-15 06:25:49 +11:00
52e7b970af
Merge pull request #111681 from Nintorch/joypad-led
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Add support for setting a joypad's LED light color
2025-11-13 20:52:07 -06:00
08fb2e61e7
Merge pull request #111503 from JestemStefan/fix_111176
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Fix `Input.is_joy_known` response for SDL joypads
2025-11-12 17:26:22 -06:00
04bc282ae7
Merge pull request #104851 from Ivorforce/tracy
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Add `profiler` option to `SCons` builds, with support for `tracy` and `perfetto`.
2025-11-12 11:24:15 -06:00
a1340f05a9
Allow editing editor settings from project manager
2025-11-12 16:34:43 +01:00
a55242747a
Add support for joypad LED lights
2025-11-12 06:01:03 +05:00
3f98a5472d
Fix Input.is_joy_known response for SDL joypads
2025-11-11 23:23:46 +01:00
180ccae934
Merge pull request #111707 from Nintorch/joypad-features
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Support adding advanced joypad features
2025-11-11 16:07:56 -06:00
a627ee6c10
Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
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Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
c3747884da
Add some important profiling hooks.
2025-11-08 00:08:48 +01:00
281c74550a
Make utterance_id 64-bit.
2025-11-07 10:21:20 +02:00
4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed.
2025-11-07 08:46:26 +02:00
802eb0b1a0
Fix glow visual compatibility regression (issue #112469 )
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Reverts the default value of Environment.glow_hdr_threshold from 0.0
back to 1.0 to restore the expected glow appearance in existing projects.
The default was inadvertently changed from 1.0 to 0.0 in PR #110077 ,
which caused glow effects to render dramatically different across all
rendering methods (Forward+, Mobile, and GL Compatibility). This broke
backward compatibility with existing projects like the Kenney 3D
Platformer starter kit.
Changed files:
- scene/resources/environment.h
- servers/rendering/storage/environment_storage.h
- drivers/gles3/effects/glow.h
- drivers/gles3/rasterizer_scene_gles3.cpp
- doc/classes/Environment.xml
Setting the value back to 1.0 aligns with documented recommendations
and restores visual consistency.
Fixes #112469
2025-11-07 04:07:41 +00:00
2e2059a7f8
Merge pull request #112404 from AllenDang/master
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Fix CoreAudio driver crash when starting input with uninitialized device
2025-11-05 11:48:04 -06:00
613c9fb86f
Improve rendering driver fallback on Windows.
2025-11-05 17:49:43 +03:00
80c2d6c439
Fix CoreAudio driver crash when starting input with uninitialized device
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Initialize input device if null before starting audio input to prevent
crashes when input_unit is not yet initialized.
2025-11-05 16:46:40 +08:00
f3c30408d4
Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
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Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
4cc5177f6b
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-03 17:36:55 +03:00
8895dfa56c
Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12.
2025-11-03 12:14:57 +03:00
85e47d6fac
Merge pull request #109447 from jon1solution/ssao-in-gles3
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Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
3c1e479290
Merge pull request #110077 from clayjohn/mobile-glow
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Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
fd672dbcfc
Merge pull request #112227 from dsnopek/openxr-composition-layers-viewport-size-changed
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OpenXR: Fix resizing viewports used by `OpenXRCompositionLayer`
2025-10-31 09:23:24 -05:00
2e59cb41f4
Optimize glow and tonemap gather step in the mobile renderer
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Mobile devices are typically bandwidth bound which means we need to do as few texture samples as possible.
They typically use TBDR GPUs which means that all rendering takes place on special optimized tiles. As a side effect, reading back memory from tile to VRAM is really slow, especially on Mali devices.
This commit uses a technique where you do a small blur while downsampling, and then another small blur while upsampling to get really high quality glow. While this doesn't reduce the renderpass count very much, it does reduce the texture read bandwidth by almost 10 times. Overall glow was more texture-read bound than memory write, bound, so this was a huge win.
A side effect of this new technique is that we can gather the glow as we upsample instead of gathering the glow in the final tonemap pass. Doing so allows us to significantly reduce the cost of the tonemap pass as well.
2025-10-30 21:56:26 -07:00
ca0eb5da24
OpenXR: Fix resizing viewports used by OpenXRCompositionLayer
2025-10-30 17:40:52 -05:00
9b0620bf5f
Merge pull request #112185 from bruvzg/pre26_mac
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[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 10:45:59 -05:00
e72374a5da
[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 07:59:16 +02:00
d4aa3e322d
Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA.
2025-10-29 15:02:45 +03:00