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4840 Commits

Author SHA1 Message Date
Rémi Verschelde
5d89816d93 Merge pull request #112661 from bruvzg/lang_shape
Improve language selection when shaping text.
2025-12-18 14:23:42 +01:00
Pāvels Nadtočajevs
997f326b58 Improve language selection when shaping text. 2025-12-18 09:05:07 +02:00
Hugo Locurcio
3e7eb5c9dc Tweak property hints for SoftBody3D mass and SkeletonModification2DJiggle
Masses in Godot are specified in kilograms.
This also fixes the SoftBody3D mass being limited to increments of 1 kg,
now allowing adjustments to the nearest gram.
2025-12-18 02:28:13 +01:00
Thaddeus Crews
76972d691d Merge pull request #113908 from bruvzg/ts_dup_fix
[TextServer] Fix `duplicated` losing span info, and RID leak.
2025-12-15 17:40:53 -06:00
Pāvels Nadtočajevs
8fa484f331 [TextServer] Fix duplicated losing span info, and RID leak. 2025-12-11 21:50:22 +02:00
Thaddeus Crews
289321ad1e Merge pull request #113728 from LiveTrower/fix-refract-node
VisualShader: Fix the eta input from the refract node
2025-12-11 12:12:38 -06:00
kleonc
4619b2dffa Fix get_scene_tile_display_placeholder erroring for transformed scene tiles 2025-12-10 18:32:46 +01:00
LiveTrower
7357bd0138 fix-refract-node 2025-12-07 15:24:55 -06:00
Logan Detrick
42e60c38dc Remove unused private variables in godot/scene 2025-12-07 03:46:26 -08:00
aXu-AP
c6021f1e5b Change curve range for particle multipliers
Fixes #91404
Curves are applied as a multiplier, so ranges [-1, 1] or [0, 1] make much more sense than ranges like [-360, 360] or [0, 100]. The actual range is selected with separate min and max parameters.
2025-12-03 20:47:40 -06:00
Thaddeus Crews
8105ff7ac7 Merge pull request #106940 from allenwp/agx-add-white-contrast
Add `white`, `contrast`, and future HDR support to the AgX tonemapper.
2025-12-03 11:42:29 -06:00
Allen Pestaluky
628df323e2 Add agx_white, agx_contrast and HDR support to the AgX tonemapper.
Also optimize all tonemappers to perform less calculations per-pixel.

Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
2025-12-03 09:01:39 -05:00
David Snopek
308f23f21d Synchronize the names for RequiredParam<T> arguments in header files 2025-12-03 04:14:52 -06:00
Thaddeus Crews
5947dff88a Merge pull request #103352 from MartinDelille/remove_load_steps
Remove `load_steps` from `resource_format_text.cpp`
2025-12-02 20:43:00 -06:00
Thaddeus Crews
9f76aa3df5 Merge pull request #113282 from dsnopek/required-ptr-get-out-there
Use `RequiredParam`/`RequiredResult` in some high value places
2025-12-02 20:42:53 -06:00
Thaddeus Crews
dec0b22f7d Merge pull request #64487 from Rindbee/fix-instantiated-scene-duplicate
Fix resource shared when duplicating an instanced scene
2025-12-02 11:52:13 -06:00
Thaddeus Crews
1577061e3d Merge pull request #113202 from aaronfranke/importer-mesh-convert
Allow converting from Mesh to ImporterMesh
2025-12-02 11:52:03 -06:00
David Snopek
fc92ce3e7f Use RequiredParam/RequiredResult in some high value places 2025-12-02 10:44:12 -06:00
Martin Delille
67a1c8f4ef Remove load_steps from resource_format_text.cpp 2025-12-02 17:41:57 +01:00
Rémi Verschelde
44bc2da147 Merge pull request #98122 from cadence-s/fix-sprite3d-bleed
Fix Sprite3D texture bleed when not wrapping
2025-12-02 14:15:23 +01:00
Rémi Verschelde
df0e6d3906 Merge pull request #89983 from KoBeWi/different_kind_of_image
Change how ImageTexture's image is defined
2025-12-02 14:15:16 +01:00
Rindbee
e0532a711a Fix resource shared when duplicating an instanced scene
For resources with `resource_local_to_scene` enabled in the sub-scene,
the resource is already set when the sub-scene is instantiated, so does
not need to be set again. Just needs to update the property of the
resource according to the value in the main scene.
2025-12-02 20:45:54 +08:00
Rémi Verschelde
996c9a644e Merge pull request #113176 from xuhuisheng/dev/ske-mod-error
Fix empty 2D skeleton modification keeps printing error messages
2025-12-01 13:13:19 +01:00
风青山
1b4f116db1 Supplement the case of scene instantiation for "Editable Children"
This is a follow-up to #65011.

For scenes with **Editable Children** enabled, the main scene will record
more information and resource mapping will be valid for multiple nodes.
2025-11-28 23:39:25 +08:00
Rémi Verschelde
1d9b073ef0 Merge pull request #112058 from Chaosus/vs_fix_param_ref
Fix ParameterRef connection through reroute in visual shaders
2025-11-27 21:47:59 +01:00
Aaron Franke
68716b6795 Allow converting from Mesh to ImporterMesh 2025-11-26 11:13:39 -08:00
xuhuisheng
37a6043579 Fix empty skeleton modification keeps print error messages 2025-11-26 12:37:14 +08:00
Thaddeus Crews
89435a9e05 Merge pull request #97616 from magian1127/4.0gdshader
Optimize the custom doc for shaders.
2025-11-25 09:52:34 -06:00
Thaddeus Crews
5ff7a9e793 Merge pull request #112031 from bruvzg/vm_os_f
Fix embedded window frame oversampling, fix DPITexture using uninitialized size in some conditions.
2025-11-25 09:52:24 -06:00
Lukas Tenbrink
0f047944e4 Statically protect Object::cast_to for unrelated Object types.
Fix a handful of bugs associated with it.
2025-11-24 23:03:22 +01:00
Cadence
fc9ea462ca Fix Sprite3D texture bleed when not wrapping
# Conflicts:
#	scene/resources/material.cpp
2025-11-24 15:10:07 -05:00
Silc Lizard (Tokage) Renew
4f255fa7d7 Add interpolate_via_rest static func to Animation class 2025-11-22 07:52:32 +09:00
Magian
42c683d450 Optimize the custom doc for shaders.
Remove add_doc for gdshader files without documentation.
Standardize the class_doc.name for custom documentation.
2025-11-21 01:12:09 +08:00
Thaddeus Crews
7716a4cba0 Merge pull request #101342 from KoBeWi/roundabout_solution
Round AtlasTexture size
2025-11-19 11:04:10 -06:00
Thaddeus Crews
9c561027fc Merge pull request #112538 from Chaosus/vs_instance_index
Add `instance_index` option to parameters in visual shaders
2025-11-18 08:25:49 -06:00
kobewi
c4c39fba55 Fix display_placeholder not persisting 2025-11-16 03:18:24 +01:00
Thaddeus Crews
d1a90109b4 Merge pull request #108010 from DexterFstone/add-scene-tile-rotation
Add support for rotating scene tiles in TileMapLayer
2025-11-14 14:23:13 -06:00
Thaddeus Crews
55bedbfaf5 Merge pull request #108741 from AriaTheCurseling/Allow-concurrent-unbind-and-binding-of-signal-arguments-in-editor
Allow concurrent unbinding and binding of signal arguments in editor
2025-11-13 17:42:49 -06:00
Silc Lizard (Tokage) Renew
e9a6a84468 Make AnimationLibrary use RBMap instead of HashMap 2025-11-13 07:24:10 +09:00
Thaddeus Crews
a627ee6c10 Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
Per Lindstrand
c765e6cbb6 Fix custom audio track blend flag on reimport 2025-11-09 00:01:29 +01:00
Chaosus
808faa0ab0 Add instance_index option to parameters in visual shaders 2025-11-08 14:35:24 +03:00
Claude
802eb0b1a0 Fix glow visual compatibility regression (issue #112469)
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
Pāvels Nadtočajevs
0d19e18b00 [RTL] Use separate paragraph copy for the partially visible paragraphs. 2025-11-05 17:51:22 +02:00
Thaddeus Crews
3fb8961b00 Merge pull request #110120 from TokageItLab/ik-modifier-3d
Add `SkeletonModifier3D` IKs as `IKModifier3D`
2025-11-04 16:32:36 -06:00
Silc Lizard (Tokage) Renew
bf22eb25e3 Add IKModifier3D 2025-11-04 02:38:48 +09:00
Rémi Verschelde
85e47d6fac Merge pull request #109447 from jon1solution/ssao-in-gles3
Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
Thaddeus Crews
3c1e479290 Merge pull request #110077 from clayjohn/mobile-glow
Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
Thaddeus Crews
ae9732139a Merge pull request #109433 from KoBeWi/hastension
Add `has_extension()` method to String
2025-10-31 09:23:30 -05:00
clayjohn
2e59cb41f4 Optimize glow and tonemap gather step in the mobile renderer
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