Commit Graph

2518 Commits

Author SHA1 Message Date
e9f1b0a0b2 Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
e9b7ffd1fa Added few more built-ins to shader language 2021-10-13 20:27:36 +03:00
88463c3eee Merge pull request #53712 from CakHuri/nullptr
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
7e51e4cb84 Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
db2ee03fff Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func 2021-10-11 13:35:53 +03:00
b47580a7a4 Merge pull request #53641 from DeeJayLSP/audio_pitch_fix 2021-10-11 09:22:49 +02:00
39a90751dc Allow AudioStreamPlayer(2D) to provide pitch_scale on playback 2021-10-10 18:52:29 -03:00
09b0293fad Merge pull request #53066 from Chaosus/shader_funcs 2021-10-10 21:37:07 +02:00
8ab7ca4b32 Fix auto LOD generation for blendshapes. 2021-10-09 20:31:28 +02:00
5ae569560d Fix missing argument names in bindings
While at it, tweak some boolean setters to use `p_enabled` for the bool.

Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
73c6e19acc Allow any floating-point value as a 3D rendering scale option
This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
2021-10-08 18:22:10 +02:00
96767c18f8 Merge pull request #53527 from Chaosus/shader_array 2021-10-08 12:37:05 +02:00
b1ac3e256f Allow declare the shader arrays with a size defined before identifier 2021-10-08 10:28:31 +03:00
a6c4de49e1 Merge pull request #53523 from Calinou/remove-occlusion-color 2021-10-07 22:26:10 +02:00
265bae824f Remove unimplemented Environment.ambient_light_occlusion_color property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
bcf4a56c74 Replace references to VisualServer in code comments with RenderingServer
VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
e707391fb8 Fix shader crash when passing array to index expression 2021-10-07 10:48:32 +03:00
410cab4c61 Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms 2021-10-07 10:00:12 +03:00
149e10da1c Merge pull request #53504 from clayjohn/VULKAN-sky-bug
Remove bogus sky error check
2021-10-07 08:09:01 +02:00
3f94a5ebe7 Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius
Move assignment of SSAO radius push constant
2021-10-07 08:04:17 +02:00
23dc490f40 Remove bogus sky error check 2021-10-06 22:04:56 -07:00
b5028da5c0 Fix regression which prevents using texture array uniforms 2021-10-06 22:31:07 +03:00
be6f36a66d Add missing shader built-ins 2021-10-05 20:50:26 +03:00
08eee3a669 Merge pull request #53425 from Chaosus/shader_fix 2021-10-05 13:06:32 +02:00
7c07ae4c50 Fix shader crash when passing array.length to functions
and similar cases
2021-10-05 12:49:59 +03:00
6637207c70 Merge pull request #53420 from nekomatata/fix-tilemap-moving-platform 2021-10-05 10:50:56 +02:00
0e1f4628f4 Merge pull request #53412 from Chaosus/shader_fix_uniform_arrays 2021-10-05 06:56:58 +03:00
4778770d3c Merge pull request #53365 from danger-dan/wakeup_fix
Use wakeup() function to wake sleeping bodies on impulse, force and velocities. Fix for PR #52967
2021-10-04 18:03:35 -07:00
243f235300 Changed from directly waking bodies to using the wakeup() functions in direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967
added wakeup to 2d direct body
2021-10-05 13:17:05 +13:00
69ece73653 Fix syntax parsing error of uniform arrays declaration in shader 2021-10-04 23:19:43 +03:00
4f8d761be6 Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.

Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
5b270278c8 Merge pull request #53280 from nekomatata/test-body-motion-parameters 2021-10-04 21:05:38 +02:00
3ae5687d48 Script interface improvements for test body motion
-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
2021-10-04 10:49:10 -07:00
a2361851dc Merge pull request #53398 from nekomatata/soft-body-index-check
Fix remaining crashes with pinned vertices in GodotPhysics Soft Body
2021-10-04 19:21:08 +02:00
87e7f793e4 Merge pull request #49485 from Chaosus/shader_uniform_arrays 2021-10-04 19:16:19 +03:00
f9702cc8d0 Fix crashes with pinned vertices in GodotPhysics Soft Body 2021-10-04 08:45:27 -07:00
2a09e11986 Merge pull request #52802 from V-Sekai/gltf-extensions 2021-10-04 15:52:24 +02:00
6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
f3816898fa Fix crash when pinned SoftBody point is out of range 2021-10-04 16:42:53 +08:00
1463fc889b GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.

Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.

Use GLTF module when the editor tools are disabled.

Modified the render server to be less restrictive on matching blend arrays and have more logging.

Misc bugs with multimesh.

Always index the meshes.
2021-10-03 12:37:52 -07:00
a88e82078d Merge pull request #42364 from madmiraal/fix-39887 2021-10-03 13:41:25 +02:00
27e9d07f11 Remove Scene dependency from the TextServer, use scalable hex box font instead of built-in bitmap one. 2021-10-03 00:22:10 +03:00
fdd25d7c84 Merge pull request #53311 from nekomatata/soft-body-remove-mesh-reference
Remove scene code in physics servers
2021-10-01 09:56:49 -07:00
b8eeb34b4e Remove scene code in physics servers
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
2021-10-01 08:42:47 -07:00
0c0b5c84b0 Implement TextServer GDExtension interface, remove TextServer GDNative interface. 2021-10-01 15:13:29 +03:00
a7011fa294 Merge pull request #52684 from Frixuu/master 2021-10-01 11:53:01 +02:00
6ed3e9c182 Merge pull request #53208 from timothyqiu/headless-crash 2021-10-01 11:29:19 +02:00
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00