97 Commits

Author SHA1 Message Date
Spartan322
cd86012a9d Merge commit godotengine/godot@71a9948157 2025-07-19 14:15:00 -04:00
Rudolph Bester
a54df7fdb7 Move occlusion culling back to being based on euclidian distance but with some distance calculation using double precision 2025-07-08 13:38:36 +02:00
Spartan322
0e99b001ac Merge commit godotengine/godot@5dd76968d8 2025-06-05 23:07:30 -04:00
Hugo Locurcio
be1f9a878b Use SSE 4.2 as a baseline when compiling Godot
This lets the compiler do more optimizations, leading to increased
performance for demanding CPU tasks.
2025-05-30 23:49:47 +02:00
Spartan322
8122592328 Merge commit godotengine/godot@80a3d205f1 2025-05-01 01:30:09 -04:00
Thaddeus Crews
2242bf9b3d Merge pull request #105697 from akien-mga/scons-x86_32-mfpmath-sse
SCons: Explicitly enable `-mfpmath=sse -mstackrealign` for x86_32
2025-04-28 10:01:31 -05:00
Spartan322
e2c671a4c3 Merge commit godotengine/godot@d00f25ecd9 2025-04-25 16:31:50 -04:00
Rémi Verschelde
57640dd806 embree: Update to 4.4.0 2025-04-24 17:51:03 +02:00
Rémi Verschelde
08fa148310 SCons: Explicitly enable -mfpmath=sse -mstackrealign for x86_32
Passing `-msse2` doesn't seem to be sufficient to opt into SSE floating point math
instead of the less stable x87.

`-mstackrealign` also seems necessary when using SSE on x86_32.
2025-04-24 12:36:29 +02:00
Spartan322
2b59059dde Merge commit godotengine/godot@2d3bdcac35 2025-04-19 16:05:28 -04:00
Thaddeus Crews
1be843f77a Merge pull request #103798 from Rudolph-B/new-97712
Switch occlusion culling to be based on depth instead of Euclidean distance
2025-04-10 10:18:17 -05:00
Thaddeus Crews
f25fc34439 SCons: Add CPPEXTPATH for external includes 2025-04-02 07:29:08 -05:00
Jamie Pate
8e3e2a8f44 Calculate the viewport location correctly in OpenXR
Fixes #104193

In OpenXR the viewport location is not centered on the transform origin
2025-03-19 10:04:37 -07:00
Rudolph Bester
18eb1c1072 Fix occlusion culling by using depth instead of Euclidean distance when selecting the closest point
Co-authored-by: Florent Guiocheau <florent.guiocheau@gmail.com>
2025-03-08 08:48:34 +02:00
Thaddeus Crews
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
Spartan322
1609981ccf Merge commit godotengine/godot@75ce4266c4 2024-12-29 11:38:02 -05:00
Yufeng Ying
33817b186f Remove unused header in drivers and modules.
Co-authored-by: Thaddeus Crews <repiteo@outlook.com>
2024-12-24 00:40:47 +08:00
Spartan322
9d47e1e39e Merge commit godotengine/godot@b9437c3938 2024-12-15 09:24:31 -05:00
Rémi Verschelde
f86b3696f6 SCons: Properly set SSE2 as baseline on x86_32
Setting it only for release templates on Windows and macOS was inconsistent,
and Jolt requires it as a minimum.

Drop the `-mxsave` flag from the raycast module, this doesn't seem to be
used explicitly by Embree, and unnecessarily makes our config and baseline
muddy.
2024-12-12 22:44:44 +01:00
Spartan322
14bb3617ef Merge commit godotengine/godot@a372214a4a 2024-12-09 17:57:46 -05:00
Thaddeus Crews
533091ae22 Merge pull request #99974 from Flarkk/improve_occlusion_jitter
Optimize Occlusion culling jitter
2024-12-09 14:33:08 -06:00
Rudolph Bester
329d25b1fa Fixed occlusion culling buffer getting overwritten in larger scenes 2024-12-05 18:54:13 +02:00
Spartan322
c3314b0ab0 Merge commit godotengine/godot@1f47e4c4e3 2024-12-04 20:11:58 -05:00
Florent Guiocheau
c7895ca226 Optimize Occlusion jitter 2024-12-04 17:39:51 +01:00
Florent Guiocheau
6960b33cbb Fix occlusion culling jitter 2024-12-02 20:46:13 +01:00
Rudolph Bester
4089a6cb8c Fixed occlusion culling for double builds by enforcing float conversion for Embree. 2024-11-23 13:49:12 +02:00
Spartan322
62fbec9f6f Merge commit godotengine/godot@0f5f3bc954 2024-11-11 09:08:01 -05:00
Rudolph Bester
0f0e24016c Fix Occlusion Culling Buffer getting corrupted. 2024-11-02 12:52:19 +02:00
Spartan322
82de309d58 Merge commit godotengine/godot@8004c7524f 2024-10-30 05:22:24 -04:00
George L. Albany
77eaec766e Merge pull request #818 from Spartan322/fixup/copyright-headers
Fix copyright headers referring to Godot
2024-10-27 18:22:19 +00:00
Spartan322
6beb1eef9a Fix copyright headers referring to Godot 2024-10-27 11:17:29 -04:00
Spartan322
953af98c79 Merge commit godotengine/godot@61accf0605 2024-10-26 22:41:20 -04:00
Rudolph Bester
76c20383d1 Fix Occlusion Culling not working for an orthogonal camera. 2024-10-26 20:07:34 +02:00
Rudolph Bester
ed3f990952 Alternative fix to occlusion culling where all math is based on Euclidean distance. 2024-10-17 05:59:37 +02:00
Dubhghlas McLaughlin
e8542b06ac Rebrand preambles to Redot
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
2024-10-11 02:26:51 -04:00
Thaddeus Crews
9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
Thaddeus Crews
fdc6ffd264 Style: Update ruff & mypy to latest versions 2024-09-20 09:36:09 -05:00
bruvzg
04d70c11fc [Windows/ARM64] Fix raycast/embree ARM64 build with LLVM/MinGW. 2024-06-20 15:52:04 +03:00
bruvzg
986d297ed3 Fix arm64/Windows build. 2024-04-30 16:26:42 +03:00
Rémi Verschelde
acfcdbd291 Merge pull request #88783 from Chubercik/embree-4.3.1
embree: Update to 4.3.1
2024-04-04 14:31:02 +02:00
lawnjelly
691854d589 Jitter raster occlusion camera to reduce false positives.
Due to the low resolution of the occlusion buffer, small gaps between occluders can be closed and incorrectly occlude instances which should show through the gaps. To ameliorate this problem, this PR jitters the occlusion buffer over time, making it more likely an instance will be seen through a gap. This is used in conjunction with an occlusion timer per instance, to prevent instances flickering on and off rapidly.
2024-04-03 12:18:45 +01:00
Jakub Mateusz Marcowski
c43eab55a4 embree: Update to 4.3.1 2024-03-27 22:10:35 +01:00
A Thousand Ships
4933fa8bf5 [Buildsystem] Fix encoding when reading files 2024-03-24 18:02:56 +01:00
Thaddeus Crews
d9fa40f2df Enforce \n eol for Python writes
• Ensure utf-8 encoding if previously unspecified
2024-03-09 14:29:24 -06:00
bitsawer
7654e7852e Fix RaycastOcclusionCull World3D scenario memory leak 2023-09-26 21:53:17 +03:00
A Thousand Ships
517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
Pedro J. Estébanez
f34d580861 Revert "Implement parallel foreach() for easier multithreading"
This reverts commit e28868e30c.
2023-07-27 13:41:27 +02:00
Yuri Sizov
2a595c26d9 Merge pull request #72784 from myaaaaaaaaa/parallel-foreach
Implement parallel `foreach()` for easier multithreading
2023-07-14 18:48:49 +02:00
Rémi Verschelde
25b2f1780a Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
myaaaaaaaaa
e28868e30c Implement parallel foreach() for easier multithreading 2023-06-09 08:27:32 -04:00