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Commit Graph

4781 Commits

Author SHA1 Message Date
Pāvels Nadtočajevs
bb22b0eece [iOS] Update device SOC list and DPI list. 2025-12-18 16:30:14 +02:00
Rémi Verschelde
8a6408c1ce Merge pull request #114142 from bruvzg/mesa_ver_check
Add Mesa version check.
2025-12-18 14:29:23 +01:00
Rémi Verschelde
30c2fc148e Merge pull request #113575 from bruvzg/fix_path
[Unix] Remove leading `..` from absolute paths and apply `simplify_path` to Unix current directory path.
2025-12-18 14:23:59 +01:00
Rémi Verschelde
047a7c5aa5 Merge pull request #110192 from bruvzg/ios_soc_list
[iOS] Add device SOC list, update DPI list.
2025-12-18 14:23:02 +01:00
Pāvels Nadtočajevs
2c68c80b19 Add Mesa version check. 2025-12-18 11:31:52 +02:00
Rémi Verschelde
7b1a525f17 Merge pull request #114040 from blueskythlikesclouds/agility-sdk-fix
Fix D3D12 device not getting created with Agility SDK.
2025-12-16 11:27:03 +01:00
Thaddeus Crews
233a00c474 Merge pull request #113968 from akien-mga/sdl-3.2.28
sdl: Update to 3.2.28
2025-12-15 17:40:50 -06:00
Skyth
5c69e70f16 Fix D3D12 device not getting created with Agility SDK. 2025-12-15 18:32:08 +03:00
Pāvels Nadtočajevs
f7a10145ae Update access-kit to 0.18.0 2025-12-14 01:05:36 +02:00
Rémi Verschelde
a5452ce8c5 sdl: Update to 3.2.28 2025-12-13 00:04:56 +01:00
Thaddeus Crews
a6f313c755 Merge pull request #113618 from blueskythlikesclouds/spirv-to-dxil-memory-alloc-opt
Update Mesa NIR to 25.3.1 + Make each SPIR-V -> DXIL conversion thread allocate from its own heap
2025-12-12 14:15:09 -06:00
Skyth
62335d1ac7 Make each SPIR-V -> DXIL conversion thread allocate from its own heap. 2025-12-12 17:05:39 +03:00
Skyth
d28758e166 Fix SYNC_ALL bit getting masked out on D3D12. 2025-12-11 17:04:07 +03:00
Thaddeus Crews
14e840dd75 Merge pull request #113533 from ndarilek/fix-accessibility-node-name-persistence
Accessibility: Re-apply stored name when recreating nodes
2025-12-10 18:10:45 -06:00
mxtherfxcker
8a23bec158 Update re-spirv to fix multiple regressions.
- Fix behavior regression from decoration change.
- Empty shader fix.
- Add image query ops.

Co-authored-by: DarioSamo <dariosamo@gmail.com>
2025-12-08 16:13:36 -03:00
Thaddeus Crews
db8b25e62a Merge pull request #113609 from Kaleb-Reid/sun-scatter-incremental
Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC
2025-12-08 11:53:56 -06:00
Rémi Verschelde
4b448fdd19 Merge pull request #113585 from brycehutchings/fix_d3d12_array_multisample
Fix bad D3D12 SRV breaking MSAA with OpenXR
2025-12-05 09:38:38 +01:00
Kaleb Reid
05830dfbfb Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC 2025-12-04 22:58:05 -08:00
Bryce Hutchings
ed4bc24f9b Fix bad D3D12 SRV breaking MSAA with OpenXR 2025-12-04 12:00:13 -08:00
Pāvels Nadtočajevs
6c6c184c32 [Unix] Remove leading .. from absolute paths and apply simplify_path to Unix current directory path. 2025-12-04 20:15:26 +02:00
Thaddeus Crews
63e14e13f9 Merge pull request #111767 from Repiteo/scons/libcpp-transitive
SCons: Remove transitive includes in `libc++`
2025-12-03 21:02:01 -06:00
Nolan Darilek
abf7b3c2ee Accessibility: Re-apply stored name when recreating nodes in _ensure_node
When TabContainer calls accessibility_update_add_related_controls(), it
triggers _ensure_node() which creates a new AccessKit node. Since the
node pointer was nulled after the previous tree update push, this creates
an empty node without any properties.

TabBar only sets tab properties (name, bounds) when accessibility_item_dirty
is true. After initial setup, dirty=false, so recreated nodes would be
pushed without names, causing screen readers to announce "page tab" without
the tab name.

This fix re-applies the stored name (and name_extra_info) when _ensure_node
creates a new node, ensuring tab names persist across node recreations.
2025-12-03 18:50:11 -05:00
Thaddeus Crews
5a7e1bf0f4 Merge pull request #113288 from goatchurchprime/gtch/audioservermic
AudioServer to have function to access microphone buffer directly
2025-12-03 16:50:32 -06:00
Julian Todd
3e8bf3ba91 Access microphone buffer from AudioServer and prevent microphone double starts 2025-12-03 19:49:56 +01:00
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
Nolan Darilek
6304e9f876 Accessibility: Fix text field character count and line navigation
Two fixes for text field accessibility:

1. Fix character count being off by one due to trailing newline always
   being appended to the last line. Add `is_last_line` parameter to
   `accessibility_create_sub_text_edit_elements()` to control this.

2. Link adjacent TextRuns via `previous_on_line`/`next_on_line` so
   screen readers can properly navigate lines. Without these links,
   AccessKit treats each TextRun as a separate line, causing incorrect
   announcements when arrowing through multi-line text.
2025-12-03 07:19:05 -05:00
Skyth
a8d3ecec13 Refactor descriptor heaps in D3D12 driver. 2025-12-03 11:02:41 +03:00
Dario
c78c3ba894 Rewrite Radiance and Reflection probes to use Octahedral maps.
Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00
Thaddeus Crews
666bcb2056 Merge pull request #111452 from DarioSamo/re-spirv
Use re-spirv in the Vulkan driver to optimize shaders.
2025-12-02 11:52:10 -06:00
Thaddeus Crews
0289309270 Merge pull request #112191 from blueskythlikesclouds/point-size-emulation-forward-shader
Implement point size emulation in the forward shader for D3D12.
2025-12-02 11:52:08 -06:00
Thaddeus Crews
5b527b23d8 Merge pull request #111800 from Repiteo/scons/d3d12-cleanup
SCons: Clean up hardcoded D3D12 driver workarounds
2025-12-02 11:52:07 -06:00
Thaddeus Crews
ec3f304ccc Merge pull request #113455 from bruvzg/ios_p
[iOS] Fix use of `godot_path`.
2025-12-02 11:52:01 -06:00
Thaddeus Crews
cd8a292324 Merge pull request #113297 from shiena/feature/lifecycle-callbacks
Add platform lifecycle callbacks to CameraServer base class
2025-12-02 11:51:52 -06:00
Thaddeus Crews
b93d82a2b3 SCons: Cleanup hardcoded D3D12 driver workarounds 2025-12-02 10:56:50 -06:00
Pāvels Nadtočajevs
358d799b9a [iOS] Fix use of godot_path. 2025-12-02 16:44:00 +02:00
Dario
cf00643565 Use re-spirv in the Vulkan driver to optimize shaders.
Includes contributions by Rémi to unify usage of SPIR-V Headers across the dependencies.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-12-02 11:39:11 -03:00
Skyth
ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Rémi Verschelde
5f12ada7a4 Merge pull request #113432 from TheDying0fLight/set-shader-path-before-compiling
Set shader path before compilation
2025-12-02 14:17:38 +01:00
Rémi Verschelde
2e4d5c261f Merge pull request #113277 from blueskythlikesclouds/d3d12-framebuffer-clear-fix
Fix framebuffers getting cleared multiple times on D3D12.
2025-12-02 14:16:50 +01:00
Simon Döhl
772caa8170 set shader path before compilation 2025-12-02 09:04:19 +01:00
Hugo Locurcio
2cf7af9149 Make all unsupported renderer message features consistently warnings
Previously, some messages indicating a lack of support were errors
instead of warnings. Some messages were also not shown when running
a release export template.

- Use "renderer" terminology consistently instead of "rendering method".
2025-12-01 17:38:12 +01:00
KOGA Mitsuhiro
85ec5b9f42 Add platform lifecycle callbacks to CameraServer base class 2025-12-02 00:31:51 +09:00
Rémi Verschelde
c1412af255 Merge pull request #113372 from archiethehead/fix-d3d12-startup-warnings
D3D12: Convert non-critical startup warnings to verbose prints
2025-12-01 11:50:16 +01:00
Archie Healy
31b18a2d6c D3D12: Convert non-critical startup warnings to verbose prints 2025-12-01 11:18:09 +01:00
Skyth
3e997f5edb Fix framebuffers getting cleared multiple times on D3D12. 2025-11-28 15:59:14 +03:00
xuhuisheng
047e0e0606 Fix gles3 buffer_free_data error 2025-11-28 16:16:31 +08:00
Rémi Verschelde
1cb4ada316 Merge pull request #112994 from dsnopek/openxr-meta-foveation-eye-tracked-on-meta
OpenXR: Fix Vulkan validation errors and get `XR_META_foveation_eye_tracked` working on Meta Quest devices
2025-11-27 09:55:45 +01:00
David Snopek
fce47ac456 OpenXR: Fix Vulkan validation errors and get XR_META_foveation_eye_tracked working on Meta Quest devices 2025-11-26 05:02:22 -06:00
Skyth
56db3aed47 Refactor rendering driver copy APIs to fix D3D12 issues.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2025-11-26 12:00:02 +03:00