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Author SHA1 Message Date
Yufeng Ying 4f4031a675 Replace size() == 0 with is_empty(). 2025-04-02 19:18:43 +08:00
Rémi Verschelde 3b90bb56ad
Merge pull request #89782 from KoBeWi/stdArrayList
Use initializer list in Arrays
2025-03-28 17:29:40 +01:00
Rémi Verschelde e81eb3f1e9
Merge pull request #102354 from YYF233333/style_iterator
Use iterator pattern instead of manually traverse `List::Element *`
2025-03-28 14:31:40 +01:00
Rémi Verschelde 408d07109b
Merge pull request #99551 from DarioSamo/fragment-density-map
Implement Fragment density map support.
2025-03-28 14:31:19 +01:00
Yyf2333 22b5ec17fb Using iterator pattern instead of List::Element *.
Co-authored-by: Adam Scott <ascott.ca@gmail.com>
2025-03-28 13:29:15 +08:00
kobewi 75881f8322 Use initializer list in Arrays 2025-03-26 18:38:15 +01:00
Dario 76d709be74 Implement support for fragment density maps.
Co-Authored-By: Bastiaan Olij <mux213@gmail.com>
2025-03-24 11:50:04 -05:00
kobewi 10f6c01b9c Remove ABS in favor of Math::abs 2025-03-19 13:52:40 +01:00
Thaddeus Crews 70d37274aa
Merge pull request #60178 from Calinou/directional-shadow-normal-bias-split
Use lower shadow normal bias for distant directional shadow splits
2025-03-17 10:52:13 -05:00
Thaddeus Crews 15a5a2f309
Merge pull request #103766 from BlueCube3310/basisu-hdr-astc
BasisUniversal: Ensure ASTC's HDR variant is supported when transcoding
2025-03-12 10:31:49 -05:00
Thaddeus Crews cae3d722a3
Merge pull request #99321 from AThousandShips/use_get_slicec
Use `get_slicec` instead of `get_slice` for single character splitters
2025-03-09 09:05:29 -05:00
A Thousand Ships 466590d0ec
Use `get_slicec` instead of `get_slice` for single character splitters 2025-03-08 20:36:37 +01:00
clayjohn 5efcd64b23 Reduce per-frame memory allocations from the heap in the Mobile renderer. 2025-03-07 22:01:24 -08:00
Thaddeus Crews 324512e11c
Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
BlueCube3310 4d46ef8e8e BasisUniversal: Ensure ASTC's HDR variant is supported when transcoding 2025-03-07 15:26:03 +01:00
Thaddeus Crews 4bafafaeb3
Merge pull request #102777 from darksylinc/matias-astc-hdr
Add ASTC HDR format variants
2025-03-06 16:36:06 -06:00
Rémi Verschelde daa28e8338
Merge pull request #95912 from etodd/particle-pause-jitter-fix
Fix particle jitter when scene tree is paused
2025-03-04 01:00:10 +01:00
Rémi Verschelde a9c5c4db71
Merge pull request #103201 from beicause/shaders-only-convert-source-color-linear
Shaders: Only convert default value to linear color if type hint is `source_color`
2025-02-27 19:34:12 +01:00
Evan Todd 87efa4d210 Fix particle jitter when scene tree is paused. 2025-02-27 08:40:40 -08:00
David Snopek a285d1aa98 `texture_create_from_native_handle()` should return `RID` for texture from `RenderingServer`, not `RenderingDevice` 2025-02-25 14:20:33 -06:00
LuoZhihao 5ca3862636 Shaders: Only convert default value to linear color if type is `source_color` 2025-02-23 12:35:53 +08:00
Thaddeus Crews b607110ad2
Merge pull request #102792 from clayjohn/varying-crash
Validate varying count when compiling shaders
2025-02-14 08:25:39 -06:00
clayjohn 35100396e4 Validate varying count when compiling shaders
This avoids crashing on devices when a number of varyings greater than the device limit is used.

For now this accurately prints an error when compiling the shader, but the error text only pops up in the editor if the number of user varyings is above the limit.
2025-02-13 15:07:15 -08:00
Thaddeus Crews 1a0bf54677
Merge pull request #102805 from BlueCube3310/rd-tex-fetch-fix
RenderingDevice: Fix certain RD to Image format conversions
2025-02-13 10:15:47 -06:00
Matias N. Goldberg fcd785ace2 Add ASTC HDR format variants 2025-02-13 11:45:42 -03:00
BlueCube3310 27c4e70ee8 RenderingDevice: Fix certain RD to Image format conversions 2025-02-13 10:44:10 +01:00
Matias N. Goldberg 4712d426ef Fix broken skeletal animated meshes
Fixes #102791
2025-02-12 22:25:22 -03:00
Thaddeus Crews 1939e87db1
Merge pull request #101561 from darksylinc/matias-device-address-api
Change how device address is requested to avoid future API breakage
2025-02-12 12:56:25 -06:00
Matias N. Goldberg af900a5825 Change how device address is requested to avoid future API breakage
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 d967d8d9bd Merge pull request #102280 from Chaosus/fix_particles_process_shader_crash
Fix crash when assigning wrong shader to particle process material
2025-02-11 23:58:56 +01:00
Rémi Verschelde a9fa4fd7b9 Merge pull request #101642 from huwpascoe/fix_source_color
Shaders: Fix `source_color` default value
2025-02-05 11:33:54 +01:00
Rudolph Bester b162c59097 Fix GPUParticlesCollisionHeightField3D adding collisions excluded by its layer_mask
Co-authored-by: Yahia Zakaria <yahiazakaria13@gmail.com>
2025-02-04 08:02:44 +02:00
Chaosus 53e6d30771 Fix crash when assigning wrong shader to particle process material 2025-02-01 15:12:02 +03:00
Chaosus 570e59df3d Fix shader uniforms has null as default value 2025-01-31 07:35:51 +03:00
MathdudeMan 964cd6525e Fix: Mass property particle shader error 2025-01-28 21:00:26 -05:00
Stuart Carnie 663917449b 2D: Fix `CanvasTexture` rendering when updating channels 2025-01-24 07:01:37 +11:00
Hugo Locurcio dfc05caf06 Use lower shadow normal bias for distant directional shadow splits
This reduces the visual discrepancy between shadow splits when
Normal Bias is greater than 0. Shadow acne at a distance may
be slightly more present, but if the bias and normal bias values are
tuned to avoid acne up close, acne will usually not be present in
distant splits.
2025-01-21 01:58:29 +01:00
yesfish 860a6ab9ac fix source_color default value 2025-01-16 16:07:25 +00:00
David House e6daec9cf8 Added indirect drawing functionality to MultiMesh
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
Implement particle seek request and seed options.
2025-01-13 20:21:28 +01:00
QbieShay e9eb0b6082 Implemented tools around particles seed randomization.
The purpose of this code is to expose the necessary
functions for users and engine devs to develop tooling
for properly timing and seeking inside particles.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-11 16:31:24 +01:00
Rémi Verschelde 3014eec40d Merge pull request #99407 from devloglogan/rec-resolution
Allow using custom `Rect2i` for rendering with OpenXR
2025-01-10 23:05:46 +01:00
devloglogan e7f6b7ea0b Allow using custom Rect2i for rendering with OpenXR 2025-01-09 09:46:15 -06:00
Aarni Koskela f134769506 Fix various typos
* Add TODO notes for typos that should be fixed for 5.0

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-08 14:47:42 +02:00
Rémi Verschelde 084da581be
Merge pull request #100241 from lander-vr/reflection-probe-priority
Add priority-based blending to reflection probes.
2025-01-07 10:14:38 +01:00
Stuart Carnie 11dc4f2e5e Metal: Add MetalFX upscaling support
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-01-06 06:03:18 -07:00
BlueCube3310 6f363b989a astcenc: Misc improvements and optimizations 2024-12-31 14:25:14 +01:00
Stuart Carnie b643599749 Metal: Fix crash when uniform set is empty for slot binding mode
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-12-24 07:53:21 -07:00
landervr 1637736c20 ReflectionProbe priority 2024-12-23 21:58:11 +01:00
Rémi Verschelde 87855e04ad
Merge pull request #100643 from ze2j/follow_up_of_array_mesh_surface_remove
Follow-up of `ArrayMesh::surface_remove` addition
2024-12-20 23:57:20 +01:00