Juan Linietsky
54caaa21ce
Merge pull request #51296 from ellenhp/mix_in_audio_server
...
Move mixing out of the AudioStreamPlayback* nodes
2021-08-27 15:38:20 -03:00
Ellen Poe
3598d300cb
Do all audio mixing in the AudioServer
2021-08-27 10:41:57 -07:00
Ellen Poe
53843ba872
Require AudioStream::mix to return the number of frames successfully mixed
2021-08-27 10:27:58 -07:00
PouleyKetchoupp
cc43c2ea16
Optimize area detection and intersect_shape queries with concave shapes
...
Whenever contact points are not needed, collision checks with concave
shapes (triangle mesh and heightmap) stop at the first colliding
triangle.
2021-08-27 09:53:40 -07:00
K. S. Ernest (iFire) Lee
90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
...
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Camille Mohr-Daurat
ca4f20529c
Merge pull request #51896 from nekomatata/restore-ray-shape
...
Refactor RayShape and rename to SeparationRayShape
2021-08-27 08:49:49 -07:00
Juan Linietsky
712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
...
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg
4c3f7d1290
Makes FontData importable resource.
...
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij
c5f62fad90
Merge pull request #52003 from BastiaanOlij/xr_interface_extension
...
Adding GDExtension support to XRInterface
2021-08-27 11:51:43 +10:00
Camille Mohr-Daurat
f89adbf112
Merge pull request #51801 from nekomatata/area-one-directional-layer-check
...
One-directional layer check for Area vs. RigidBody/SoftBody/Area
2021-08-26 07:59:06 -07:00
Bastiaan Olij
86ff7f8550
Adding GDExtension support to XRInterface
2021-08-26 23:24:44 +10:00
Bastiaan Olij
64626cc435
Optionally scale 3D render content
2021-08-26 20:48:40 +10:00
Bastiaan Olij
6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
...
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
JFonS
c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
...
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio
6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
...
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
PouleyKetchoupp
3d5dc80348
Rename RayShape to SeparationRayShape
...
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
aa4791735d
Rename slips_on_slope to slide_on_slope
...
Also added some precision to the documentation.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
d9720d4395
Fix CharacterBody motion with RayShape
...
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.
Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
829fb4fba1
Fix RayShape collision detection
...
One-way collision is disabled for both rigid bodies and character
bodies.
Kinematic margin is now applied to ray shapes to help getting consistent
results in slopes and flat surfaces.
Convex shapes don't return inverted normals when a segment test starts
inside (raycasting will be made consistent in a separate patch).
Ray shapes also discard contacts when fully contained inside a shape
and when the contact direction is inverted, so the behavior is
consistent with all shape types. Now they always separate only when
intersecting the top of a shape (for downward rays).
2021-08-24 16:03:05 -07:00
PouleyKetchoupp
45c7af9862
Restore RayShape as a regular shape type
...
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
2021-08-24 16:03:05 -07:00
Camille Mohr-Daurat
770a1d00a3
Merge pull request #51751 from jeffrey-cochran/windforce
...
Created an area-specific wind force that interacts with soft bodies
2021-08-23 16:48:19 -07:00
reduz
44d62a9f4b
Implement NativeExtension pointer arguments
...
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Jeffrey Cochran
e806397196
Enabled area-specific wind forces
2021-08-23 17:00:50 -04:00
Max Hilbrunner
583b6a594a
Merge pull request #51971 from aaronfranke/https
...
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
...
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij
d22163c657
Scale color output in the mobile renderer to provide HDR support
2021-08-23 15:30:36 +10:00
Bastiaan Olij
2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
...
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions
2021-08-22 20:13:11 -05:00
Duarte David
7e94c583e0
Fixed non-uniform scaling of normals
2021-08-22 19:28:18 +01:00
Michael Alexsander
2f8a58ad46
Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog
...
Fix ItemList layout (+EditorFileDialog)
2021-08-22 16:47:11 +00:00
Bastiaan Olij
74a647bddd
Fix multiview defines in tonemap shader
2021-08-22 21:30:58 +10:00
Anilforextra
c86db8b710
Remove redundant assignments.
...
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
Hendrik Brucker
72e49eadec
Fix ItemList layout (+EditorFileDialog)
2021-08-21 00:22:09 +02:00
PouleyKetchoupp
dafb6edacf
Fix compilation warnings in Shape2DSW/Shape3DSW
2021-08-19 16:19:49 -07:00
jfons
55e7832d7b
Improvements to SpotLight3D and OmniLight3D's shadows
...
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Rémi Verschelde
f6626a40e5
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
...
More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
Rémi Verschelde
2fcf3057fd
Merge pull request #51792 from Chaosus/removed_restart
2021-08-18 19:59:57 +02:00
reduz
700f9d916d
More fixes to mobile renderer
...
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio
a139e58f8c
Add comments at the top of each built-in shader to ease debugging
...
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz
6027cd0a1d
Fixes to mobile renderer
...
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
PouleyKetchoupp
d034c1b0fa
One-directional layer check for Area vs. RigidBody/SoftBody/Area
...
Same thing that was already done for rigid body and character body
collision detection.
2021-08-17 09:32:00 -07:00
Yuri Roubinsky
c1cd0fe6d1
Removed RESTART
built-in from start
particle shader function
2021-08-17 15:13:16 +03:00
Yuri Roubinsky
06add309d7
Fix incorrect uniform buffer size for particles
2021-08-17 13:33:28 +03:00
LoipesMas
4e6e25eae7
Epsilon check for angular velocity in Body3DSW
2021-08-16 20:05:48 +02:00
Juan Linietsky
d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
...
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Rémi Verschelde
43440228db
Merge pull request #51645 from fabriceci/improve-physics-api
...
API improvement on the physics (CharacterBody and related classes)
2021-08-16 17:05:08 +02:00
Rémi Verschelde
7013199fb1
Merge pull request #50785 from jeffrey-cochran/softbody-areas
...
Updated softbody handling to allow for area/softbody collision detection and application of area gravity
2021-08-16 16:32:04 +02:00
Yuri Roubinsky
9de779344c
Makes a clear error message if shader compilation failed
2021-08-16 11:25:20 +03:00
Jeffrey Cochran
14640fb6c5
Enabled softbody-area collision (intersection) and enabled area-specific gravity for soft bodies.
2021-08-15 23:01:33 -04:00
Bastiaan Olij
c7847b3f6d
Moved disabling bokeh shader variants to before the version_create call
2021-08-16 12:18:27 +10:00