b4214b1686
Merge pull request #83004 from Chaosus/shader_language_fix_typo
...
Fix typo in `shader_language.cpp`
2023-10-09 23:23:35 +02:00
a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
...
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
f4bc779c4e
Fix typo in shader_language.cpp
2023-10-08 18:55:40 +03:00
f18aa00e85
Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable
2023-10-08 17:23:33 +02:00
034c0f1624
Replace sanity with safety for checks
2023-10-08 16:22:24 +02:00
c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
...
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
af1d81d95a
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-05 22:08:36 -06:00
04846c1d6d
Avoid default fallback material when using world_vertex_coords
...
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
f2ba8ec6ca
Merge pull request #81124 from bitsawer/fix_voxelgi_static_lights
...
Fix VoxelGI static light pairing
2023-10-06 00:24:29 +02:00
d351d40e29
Merge pull request #82877 from tomissj2/master
...
Fog shader: Fix undeclared identifier `global_variables`
2023-10-05 22:51:48 +02:00
950139e489
Merge pull request #82546 from viksl/volumetric-fog-spot-light-artifacts
...
Fix cluster artifacts and negative light
2023-10-05 22:50:12 +02:00
f02695cc04
Merge pull request #81138 from clayjohn/attribute-compression
...
Vertex and attribute compression
2023-10-05 22:48:55 +02:00
7ee2eb5c92
Merge pull request #80992 from viksl/volumetric-fog-NaN-issues
...
Fix volumetric fog NaN values in textures from starting at a zero Vector2.
2023-10-05 22:48:31 +02:00
e906eb8433
Fog Shader bugfix: 'global_variables' : undeclared identifier
...
If user try to use a global shader variable in a fog type shader we are getting shader error. The reason of this there is a typo in the fog.cpp. I other well working shaders types like sky the "action.global_buffer_array_variable" is "global_shader_uniforms.data".
The investigation tracked here:
https://discord.com/channels/212250894228652034/1158918161337434172
2023-10-05 22:12:50 +02:00
51ed3aef63
Vertex and attribute compression to reduce the size of the vertex format.
...
This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
09b30be86d
Add vararg call() method to C++ Callable
2023-10-05 11:35:29 +02:00
829d9bb6ba
Merge pull request #82451 from DarioSamo/mesh-storage-vertex-array-taa-fix
...
Fix mismatch between surface vertex array generation inside the function and the caller.
2023-10-05 10:08:34 +02:00
c255acebe8
Merge pull request #81607 from Rindbee/fix-UPDATE_WHEN_VISIBLE-not-work-in-exported-project
...
Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
2023-10-05 10:07:16 +02:00
ccbb91137f
Merge pull request #82766 from BastiaanOlij/fix_debanding_issue
...
Forgot to add debanding to config object
2023-10-04 15:45:39 +02:00
03ff9fedb6
Merge pull request #82101 from bruvzg/x11_gles
...
[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 15:35:05 +02:00
5680d729f2
Merge pull request #80939 from RandomShaper/fix_onion
...
Revive onion skinning
2023-10-04 15:33:25 +02:00
af00c4a54a
[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 14:15:36 +03:00
480fe5767e
Forgot to add debanding to config object
2023-10-04 16:24:09 +11:00
24c166dfe2
Merge pull request #81619 from Chaosus/fix_shader_const
...
Re-allows constants in global space to be initialized with function call
2023-10-03 17:20:23 +02:00
77d8372285
Fix drawing of viewports without swapping buffers
2023-10-03 13:51:47 +02:00
8a2d345a85
Fixes spotlight's cluster artifacts and negative light.
2023-10-01 09:13:30 +02:00
1e2c28b7fe
Use internal texture at internal resolution for calculating luminance.
...
Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
2023-09-29 13:41:40 -03:00
7ae0fa1083
Merge pull request #77496 from clayjohn/GLES3-shadows
...
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
cb7200b028
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 09:39:26 +02:00
3c8465c240
Merge pull request #82445 from RandomShaper/fix_fsr2_little_thing
...
Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 19:08:08 +02:00
54c7a26a3b
Merge pull request #81356 from pkdawson/rd-compat
...
Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 19:07:55 +02:00
c3d1b52254
Fix mismatch between surface vertex array generation inside the function and the caller.
...
Fixes #82446 .
2023-09-27 14:02:48 -03:00
d80dc0ff58
Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 10:22:03 -04:00
f84c3d4477
Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 16:07:41 +02:00
92ac0e54fe
Merge pull request #82353 from RPicster/optimizing-glow
...
Optimizing glow behaviour
2023-09-26 16:36:53 +02:00
2c8c7b95aa
Merge pull request #82313 from AThousandShips/null_check_servers
...
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-26 13:45:31 +02:00
de42258154
Optimizing glow behaviour
2023-09-26 11:56:28 +02:00
e25408df4b
Merge pull request #81381 from bitsawer/fix_shader_include_markers
...
Fix shader language preprocessor include marker handling
2023-09-26 08:19:40 +02:00
fdd3d36c6d
[Servers] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable
2023-09-25 18:45:30 +02:00
057367bf4f
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
...
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
64cde8ae8b
Merge pull request #82168 from Supreeeme/ext-fix
...
Expose `texture_create_from_extension` to GDExtension
2023-09-24 23:34:06 +02:00
8788b20ea0
Merge pull request #81775 from darksylinc/matias-taa-msaa
...
Fix massive validation errors when enabling TAA + MSAA
2023-09-24 23:32:31 +02:00
b12ed82c04
Expose texture_create_from_extension to GDExtension
2023-09-23 16:57:12 -04:00
525c72ec6d
Merge pull request #81350 from DarioSamo/mipmap-bias
...
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
2023-09-22 22:04:22 +02:00
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
...
Co-authored-by: Riteo <riteo@posteo.net >
2023-09-21 14:21:00 +03:00
dda8846dea
Fix LightmapGI shading sometimes being unlit or black
2023-09-20 01:41:32 +03:00
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
...
Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
4de0ed4adf
Fix massive validation errors when enabling TAA + MSAA
...
TAA + MSAA would make Godot request unnecessary flags for an MSAA
velocity texture. flags that were not even actually needed.
This was causing:
1. Unsupported GPUs to fail completely (e.g. Intel Arc 770)
2. Wrong codepaths to be followed (causing validation errors, possibly
crashes or glitches)
3. Unnecessary performance impact in all GPUs.
See
https://github.com/godotengine/godot/issues/71929#issuecomment-1722274359
2023-09-16 19:31:04 -03:00
d3d20f15bf
Re-allows constants in global space to be initialized with function call
2023-09-13 21:04:29 +03:00
59d0fdbacc
Fix SubViewport with UPDATE_WHEN_VISIBLE not working properly in exported project
...
The issue is primarily due to `RSG::texture_storage->render_target_was_used()`
returning inconsistent results in the editor and exported projects.
2023-09-13 16:02:10 +08:00