bitsawer 
								
							 
						 
						
							
							
							
							
								
							
							
								ef00de99b4 
								
							 
						 
						
							
							
								
								Fix error spam when a mesh with bone weights has an invalid skeleton  
							
							
							
						 
						
							2023-06-22 15:58:52 +03:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								66272ea26e 
								
							 
						 
						
							
							
								
								Fix volumetric fog in stereo by projection vertex in combined space  
							
							
							
						 
						
							2023-06-20 14:36:14 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								36a005fafc 
								
							 
						 
						
							
							
								
								Add RENDERING_INFO parameters to GL Compatibility renderer  
							
							... 
							
							
							
							This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times
This also adds memory tracking to textures and buffers to catch memory leaks.
This also cleans up some memory leaks that the new system caught. 
							
						 
						
							2023-06-16 09:10:00 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								9ce42d176d 
								
							 
						 
						
							
							
								
								Merge pull request  #76977  from manueldun/light-shader-builtins  
							
							... 
							
							
							
							Enable the use of all supported builtins on the light shader 
							
						 
						
							2023-06-09 11:04:46 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Manuel Dun 
								
							 
						 
						
							
							
							
							
								
							
							
								e2321c21db 
								
							 
						 
						
							
							
								
								Enable the use of all builtins on the light shader  
							
							... 
							
							
							
							When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer. 
							
						 
						
							2023-06-08 14:14:14 -04:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Allen Pestaluky 
								
							 
						 
						
							
							
							
							
								
							
							
								4e19f34856 
								
							 
						 
						
							
							
								
								Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers  
							
							... 
							
							
							
							The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.
Fixes  #77448  
							
						 
						
							2023-05-26 10:50:35 -04:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								dae58dd187 
								
							 
						 
						
							
							
								
								Fix a typo in the debug shadow split renderer  
							
							
							
						 
						
							2023-05-18 10:36:12 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								9ecb929da6 
								
							 
						 
						
							
							
								
								Merge pull request  #76565  from clayjohn/debug-PSSM-splits  
							
							... 
							
							
							
							Re-implement the PSSM_SPLITS debug option 
							
						 
						
							2023-05-15 09:33:01 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Max Hilbrunner 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								39d85308fd 
								
							 
						 
						
							
							
								
								Merge pull request  #76109  from paddy-exe/fix-node-position-view  
							
							
							
						 
						
							2023-05-05 14:35:41 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Johan Aires Rastén 
								
							 
						 
						
							
							
							
							
								
							
							
								8452e6cdb3 
								
							 
						 
						
							
							
								
								Add SPECULAR_AMOUNT spatial light shader built-in  
							
							... 
							
							
							
							Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader. 
							
						 
						
							2023-05-04 09:15:12 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Patrick 
								
							 
						 
						
							
							
							
							
								
							
							
								e35bbd76a3 
								
							 
						 
						
							
							
								
								Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node  
							
							
							
						 
						
							2023-05-03 19:59:43 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								ca23d06a31 
								
							 
						 
						
							
							
								
								Re-implement the PSSM_SPLITS debug option  
							
							... 
							
							
							
							This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader 
							
						 
						
							2023-04-28 17:53:56 -07:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Johan Aires Rastén 
								
							 
						 
						
							
							
							
							
								
							
							
								14a8124ffe 
								
							 
						 
						
							
							
								
								Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders  
							
							
							
						 
						
							2023-04-20 14:33:30 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								0ec2be1213 
								
							 
						 
						
							
							
								
								Merge pull request  #76003  from clayjohn/double-particle-offset  
							
							... 
							
							
							
							Don't store instance transform origin in RD 3D renderer unless requested 
							
						 
						
							2023-04-13 09:56:41 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								29edd277e4 
								
							 
						 
						
							
							
								
								Don't store instance transform in RD 3D renderer unless requested  
							
							... 
							
							
							
							Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice 
							
						 
						
							2023-04-12 14:41:17 -07:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								9be0a73294 
								
							 
						 
						
							
							
								
								Add EXPOSURE built in to spatial shaders  
							
							... 
							
							
							
							This allows users to restore light values to pre-pre-exposure amounts 
							
						 
						
							2023-04-12 10:35:13 -07:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Yuri Sizov 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								ded38c5d75 
								
							 
						 
						
							
							
								
								Merge pull request  #73839  from clayjohn/OUTPUT_IS_SRGB  
							
							... 
							
							
							
							Clean up OUTPUT_IS_SRGB redefinitions 
							
						 
						
							2023-03-16 13:03:37 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								903aa0e385 
								
							 
						 
						
							
							
								
								Use MSAA 2D texture in multipass tonemapper  
							
							
							
						 
						
							2023-03-01 18:59:59 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								c69b14e96e 
								
							 
						 
						
							
							
								
								Add warnings for unsupported features in mobile and gl_compatibility backends  
							
							
							
						 
						
							2023-02-26 12:28:02 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								316cf04059 
								
							 
						 
						
							
							
								
								Clean up OUTPUT_IS_SRGB redefinitions  
							
							
							
						 
						
							2023-02-23 12:56:42 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								467d735eb1 
								
							 
						 
						
							
							
								
								Fix issue with default textures requiring arrays when using multiview  
							
							
							
						 
						
							2023-02-22 16:50:58 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Yuri Rubinsky 
								
							 
						 
						
							
							
							
							
								
							
							
								94831c7209 
								
							 
						 
						
							
							
								
								Forbid passing multiview sampler to the custom function in shaders  
							
							
							
						 
						
							2023-02-21 11:23:17 +03:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									myaaaaaaaaa 
								
							 
						 
						
							
							
							
							
								
							
							
								6f88392d02 
								
							 
						 
						
							
							
								
								Move some worker_thread_pool.h includes out of header files  
							
							
							
						 
						
							2023-02-13 14:02:01 -05:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Markus Sauermann 
								
							 
						 
						
							
							
							
							
								
							
							
								826e54fa73 
								
							 
						 
						
							
							
								
								Some code simplifications  
							
							... 
							
							
							
							1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows` 
							
						 
						
							2023-02-07 14:30:16 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								8c77aea9ab 
								
							 
						 
						
							
							
								
								Expose EYE_OFFSET to gdshader code  
							
							
							
						 
						
							2023-02-01 12:39:13 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								43a63db7cf 
								
							 
						 
						
							
							
								
								Fix SSAO/SSIl being applied to reflection probes  
							
							
							
						 
						
							2023-01-30 15:20:27 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								6f7793ce1a 
								
							 
						 
						
							
							
								
								Merge pull request  #71581  from clayjohn/dependency-changed  
							
							... 
							
							
							
							Flag dirty dependencies when GeometryInstance dependencies change in renderer 
							
						 
						
							2023-01-26 22:57:32 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								4b0363312e 
								
							 
						 
						
							
							
								
								Merge pull request  #71455  from BastiaanOlij/fix_stereo_screen_depth  
							
							... 
							
							
							
							Make screen texture and depth texture work in Multiview 
							
						 
						
							2023-01-26 01:11:02 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Henrique Coura 
								
							 
						 
						
							
							
							
							
								
							
							
								28d8cad02e 
								
							 
						 
						
							
							
								
								RenderForwardMobile - add dependency tracker info on geometry create  
							
							
							
						 
						
							2023-01-25 15:25:49 -03:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								85c478e170 
								
							 
						 
						
							
							
								
								Make screen texture and depth texture work in Multiview  
							
							
							
						 
						
							2023-01-25 13:35:01 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									kobewi 
								
							 
						 
						
							
							
							
							
								
							
							
								615c517034 
								
							 
						 
						
							
							
								
								Use range iterators in LocalVector loops  
							
							
							
						 
						
							2023-01-21 18:44:42 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								49bebf2bfb 
								
							 
						 
						
							
							
								
								Sort decals and lights based on camera origin  
							
							... 
							
							
							
							Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> 
							
						 
						
							2023-01-20 09:58:17 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								faea9f5c10 
								
							 
						 
						
							
							
								
								Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE  
							
							... 
							
							
							
							in favour of texture hints 
							
						 
						
							2023-01-18 19:52:47 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								c4a8284dec 
								
							 
						 
						
							
							
								
								Flag dirty dependencies when GeometryInstance dependencies change in renderer  
							
							... 
							
							
							
							Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material) 
							
						 
						
							2023-01-17 12:39:13 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								478c37deb8 
								
							 
						 
						
							
							
								
								Improving communication of scaling settings to renderer implementation  
							
							
							
						 
						
							2023-01-13 12:54:15 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								1f171ff18b 
								
							 
						 
						
							
							
								
								Merge pull request  #71261  from clayjohn/RD-alpha-aa  
							
							... 
							
							
							
							Take alpha antialising options into account when setting up materials 
							
						 
						
							2023-01-12 08:19:16 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								0ae567b00a 
								
							 
						 
						
							
							
								
								Take alpha antialising options into account when setting up materials  
							
							... 
							
							
							
							This restores the functionality of the alpha antialising options 
							
						 
						
							2023-01-11 21:29:36 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								89766848de 
								
							 
						 
						
							
							
								
								Fix multiple issues that make the normal roughness texture unusable  
							
							
							
						 
						
							2023-01-09 11:56:36 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								d95794ec8a 
								
							 
						 
						
							
							
								
								One Copyright Update to rule them all  
							
							... 
							
							
							
							As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see". 
							
						 
						
							2023-01-05 13:25:55 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								062fb8b0dc 
								
							 
						 
						
							
							
								
								Ignore depth draw optimization when using depth draw alpha prepass  
							
							... 
							
							
							
							This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer 
							
						 
						
							2023-01-03 12:33:07 -08:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								8bf16b0ce5 
								
							 
						 
						
							
							
								
								Fix errors related to reflection probe now using a render buffers object  
							
							
							
						 
						
							2022-12-26 22:23:22 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								f064898956 
								
							 
						 
						
							
							
								
								Merge pull request  #70253  from BastiaanOlij/cleanup_sky_render  
							
							... 
							
							
							
							Cleanup and improve sky render 
							
						 
						
							2022-12-23 23:44:02 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								d8a0382e3f 
								
							 
						 
						
							
							
								
								Merge pull request  #70476  from BastiaanOlij/move_sdfgi_init  
							
							... 
							
							
							
							Move SDFGI update logic into clustered renderer 
							
						 
						
							2022-12-23 23:43:56 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								65ca9e6924 
								
							 
						 
						
							
							
								
								Move SDFGI update logic into clustered renderer  
							
							
							
						 
						
							2022-12-24 00:00:11 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								1cab6c91e9 
								
							 
						 
						
							
							
								
								Merge pull request  #69998  from BastiaanOlij/sorting-pivot-4  
							
							... 
							
							
							
							Added options for sorting transparent objects (port of PR #63040 ) 
							
						 
						
							2022-12-23 09:47:24 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								e886a7af81 
								
							 
						 
						
							
							
								
								Cleanup and improve sky render  
							
							
							
						 
						
							2022-12-23 19:45:19 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Bastiaan Olij 
								
							 
						 
						
							
							
							
							
								
							
							
								6f4f38db07 
								
							 
						 
						
							
							
								
								Added options for sorting transparent objects (port of PR 63040)  
							
							
							
						 
						
							2022-12-23 19:30:33 +11:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									clayjohn 
								
							 
						 
						
							
							
							
							
								
							
							
								41021b07be 
								
							 
						 
						
							
							
								
								Avoid updating particles during 2D rendering  
							
							... 
							
							
							
							In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet. 
							
						 
						
							2022-12-22 12:04:34 -07:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Rémi Verschelde 
								
							 
						 
						
							
							
								
								
							
							
							
								
							
							
								1dad415131 
								
							 
						 
						
							
							
								
								Merge pull request  #70300  from RandomShaper/depth_format  
							
							... 
							
							
							
							Ensure depth buffer format picked actually supports full intended usage 
							
						 
						
							2022-12-19 17:11:24 +01:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Pedro J. Estébanez 
								
							 
						 
						
							
							
							
							
								
							
							
								d8283550e6 
								
							 
						 
						
							
							
								
								Ensure depth buffer format picked actually supports full intended usage  
							
							
							
						 
						
							2022-12-19 16:23:33 +01:00