Matias N. Goldberg
4712d426ef
Fix broken skeletal animated meshes
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Fixes #102791
2025-02-12 22:25:22 -03:00
Thaddeus Crews
78f1918bd4
Merge pull request #102668 from jkirsteins/janiskirsteins/ios-aspect-fill-splash
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[iOS] Sync the boot splash and the launch screen image scale modes
2025-02-12 12:56:26 -06:00
Thaddeus Crews
1939e87db1
Merge pull request #101561 from darksylinc/matias-device-address-api
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Change how device address is requested to avoid future API breakage
2025-02-12 12:56:25 -06:00
Jānis Kiršteins
0e266b0099
[iOS] Sync the boot splash and the launch screen image scale modes
2025-02-12 17:41:18 +01:00
Matias N. Goldberg
af900a5825
Change how device address is requested to avoid future API breakage
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PR #100062 introduced BUFFER_USAGE_DEVICE_ADDRESS_BIT.
However it did so by adding a boolean to uniform_buffer_create(), called
"bool p_enable_device_address".
This makes maintaining backwards compatibility harder because I am
working on another feature that would require introducing yet another
bit flag.
This would save us the need to add fallback routines when the feature I
am working on makes it to Godot 4.5.
Even if my feature doesn't make it to 4.5 either, this PR makes the
routine more future-proof.
This PR also moves STORAGE_BUFFER_USAGE_DEVICE_ADDRESS into
BUFFER_CREATION_DEVICE_ADDRESS_BIT, since it's an option available to
both storage and uniforms.
This PR also moves the boolean use_as_storage into
BUFFER_CREATION_AS_STORAGE.
2025-02-11 20:00:18 -03:00
Rémi Verschelde
cfe0fd62d0
Merge pull request #102677 from stuartcarnie/free_invalid_id
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2D: Fix free of invalid ID
2025-02-11 23:59:19 +01:00
Rémi Verschelde
d967d8d9bd
Merge pull request #102280 from Chaosus/fix_particles_process_shader_crash
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Fix crash when assigning wrong shader to particle process material
2025-02-11 23:58:56 +01:00
Stuart Carnie
90b2d4b844
2D: Fix free of invalid ID
2025-02-11 08:17:29 +11:00
Rémi Verschelde
d497631de0
Merge pull request #102503 from clayjohn/instance-uniform-free
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Ensure instance uniforms are freed by updating dirty items before freeing
2025-02-07 01:40:05 +01:00
Rémi Verschelde
0bccb0abd1
Merge pull request #102497 from BlueCube3310/mesh-uv-render-compressed-fix
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Fix rendering material when UV2 is compressed
2025-02-07 01:40:02 +01:00
Rémi Verschelde
46aeded4b7
Merge pull request #102480 from DarioSamo/dont-unroll-ubershader
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Add loop annotations to ubershaders to prevent loop unrolling.
2025-02-07 01:39:48 +01:00
Rémi Verschelde
c695eb9159
Merge pull request #101952 from Flarkk/fix_spotlight_peterpanning_regression
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Fix shadow peter-panning with default spotlight
2025-02-07 01:39:15 +01:00
clayjohn
b676944dcf
Ensure instance uniforms are freed by updating dirty items before freeing.
2025-02-06 14:45:55 -08:00
BlueCube3310
8714b36171
Fix rendering material when UV2 is compressed
2025-02-06 20:24:46 +01:00
Dario
d39ac94c41
Add loop annotations to ubershaders to prevent loop unrolling.
2025-02-06 09:39:18 -03:00
Dario
1bba9dbce9
Fix erroneous logic when flushes are involved on RD async methods.
2025-02-05 09:49:15 -03:00
Rémi Verschelde
a9fa4fd7b9
Merge pull request #101642 from huwpascoe/fix_source_color
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Shaders: Fix `source_color` default value
2025-02-05 11:33:54 +01:00
Thaddeus Crews
ea2770eb4f
Merge pull request #101947 from Rudolph-B/Issue-101750
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Add Heightfield mask to GPUParticlesCollisionHeightField3D
2025-02-04 09:04:11 -06:00
Rudolph Bester
b162c59097
Fix GPUParticlesCollisionHeightField3D adding collisions excluded by its layer_mask
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Co-authored-by: Yahia Zakaria <yahiazakaria13@gmail.com >
2025-02-04 08:02:44 +02:00
Thaddeus Crews
f230b9cb12
Merge pull request #102261 from clayjohn/dummyrs-mesh-dependency
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Track mesh dependencies in Dummy RenderingServer
2025-02-03 08:16:09 -06:00
Chaosus
53e6d30771
Fix crash when assigning wrong shader to particle process material
2025-02-01 15:12:02 +03:00
clayjohn
6611c863bd
Use a smaller epsilon for omni and spot attenuation cutoff
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We just want to avoid calculating shadows when the attenuation is zero, so we should use the smallest epsilon we can get away with
2025-01-31 17:08:23 -08:00
clayjohn
258d4d5c3d
Track mesh dependencies in Dummy RenderingServer to properly resolve freeing MeshInstances
2025-01-31 12:57:10 -08:00
Chaosus
570e59df3d
Fix shader uniforms has null as default value
2025-01-31 07:35:51 +03:00
Thaddeus Crews
ee4acfbfbf
Merge pull request #95669 from kleonc/y_sort_fix_root_double_modulate
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Fix Y-sorted root item having modulation applied twice
2025-01-29 17:45:20 -06:00
Thaddeus Crews
4b9f88280b
Merge pull request #102122 from DarioSamo/default-sdfgi-fix
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Fix default SDFGI variant not being compiled in time.
2025-01-29 17:45:17 -06:00
Thaddeus Crews
7e97ada3b7
Merge pull request #102125 from DarioSamo/ubershader-thread-priority
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Mark pipeline compilation of ubershaders as high priority.
2025-01-29 17:45:16 -06:00
Thaddeus Crews
3ba6ac0f66
Merge pull request #102143 from MathdudeMan/shader-error
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Fix: Mass property particle shader bug
2025-01-29 17:45:13 -06:00
Stuart Carnie
0a9cd5ede9
2D: Fix clip children and rendering artefacts
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Fixes both GLES3 and RendererRD implementations
Closes #102147
2025-01-30 07:19:47 +11:00
MathdudeMan
964cd6525e
Fix: Mass property particle shader error
2025-01-28 21:00:26 -05:00
Thaddeus Crews
a013481b09
Merge pull request #102133 from DarioSamo/particles-clear-color-fix
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Fix framebuffer clear for particle collider heightfield.
2025-01-28 16:08:59 -06:00
DarioSamo
5c7fd16eea
Fix framebuffer clear for particle collider heightfield.
2025-01-28 14:22:30 -03:00
Thaddeus Crews
5ac6bce58d
Merge pull request #102105 from clayjohn/SDFGI-unflip-normal
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Avoid flipping normal based on facing direction when calculating SDF
2025-01-28 09:03:34 -06:00
Dario
d0c29faa15
Mark pipeline compilation of ubershaders as high priority.
2025-01-28 11:40:05 -03:00
Dario
655e98b2ea
Fix default SDFGI variant not being compiled in time.
2025-01-28 10:24:46 -03:00
kleonc
24b502b13a
Fix Y-sorted root item having modulation applied twice
2025-01-28 14:21:36 +01:00
clayjohn
a525e30c27
Avoid flipping normal based on facing direction when calculation SDF. This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals
2025-01-27 16:48:29 -08:00
Stuart Carnie
2510fefebd
2D: Fix rendering artefacts when using BackBufferCopy.
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Fixes both GLES3 and RendererRD implementations
2025-01-25 10:22:07 +11:00
Thaddeus Crews
a7363946b2
Merge pull request #101911 from rburing/fti_2d_particles_on_target
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`CPUParticles2D` - Add ability to follow physics interpolated target
2025-01-24 09:05:40 -06:00
Ricardo Buring
56fc0fd175
CPUParticles2D - Add ability to follow physics interpolated target
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Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission.
Co-authored-by: lawnjelly <lawnjelly@gmail.com >
2025-01-24 14:13:20 +01:00
Stuart Carnie
663917449b
2D: Fix CanvasTexture rendering when updating channels
2025-01-24 07:01:37 +11:00
Florent Guiocheau
d08ff57148
Fix peter-panning with default spotlight
2025-01-22 17:05:04 +01:00
Thaddeus Crews
0d4696b472
Merge pull request #101515 from allenwp/agx-negative-optimizations
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Optimize AgX tonemapper's handling of negative values
2025-01-20 10:05:38 -06:00
yesfish
860a6ab9ac
fix source_color default value
2025-01-16 16:07:25 +00:00
Matias N. Goldberg
7b2f1e1d09
Fix union order to simplify empty initializers
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This is a followup to PR #101344 (commit
0e06eb80bc ).
Some of them were not an issue because Godot was initializing all
members, but they were "fixed" just in case since it could become a
problem in the future.
Valgrind was specifically complaining about HashMapData &
GlobalPipelineData.
2025-01-14 19:05:01 -03:00
Rémi Verschelde
85b066aa78
Merge pull request #99455 from Bonkahe/IndirectMultimeshImplementation
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Add indirect draw functionality to `MultiMesh`
2025-01-14 15:05:42 +01:00
thimenesup
3d92f406b2
Implement Buffer Device Address for Rendering Device Vulkan and DirectX12
2025-01-13 22:43:29 -08:00
Allen Pestaluky
c5cf73a2e7
Optimize AgX tonemapper's handling of negative values
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This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
2025-01-13 17:35:35 -05:00
David House
e6daec9cf8
Added indirect drawing functionality to MultiMesh
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Update doc/classes/RenderingServer.xml
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com >
2025-01-13 14:51:51 -06:00
Rémi Verschelde
133db1fd60
Merge pull request #92089 from QbieShay/qbe/particle_seek
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Implement particle seek request and seed options.
2025-01-13 20:21:28 +01:00