Arctis-Fireblight
00692349f5
Merge commit godotengine/godot@4ebf67c
2025-08-27 23:18:33 -05:00
Pāvels Nadtočajevs
adce527880
Check renderer type when setting 3D upscaling mode.
2025-08-27 07:48:55 +03:00
Spartan322
4f08ff1a11
Merge commit godotengine/godot@a3b42d85d2
2025-08-13 19:56:49 -04:00
Stuart Carnie
c8b5982d0f
Metal: Ensure correct output texture format selection
2025-08-08 12:50:16 +10:00
Spartan322
cd86012a9d
Merge commit godotengine/godot@71a9948157
2025-07-19 14:15:00 -04:00
Allen Pestaluky
a1591512f8
Always perform color correction and debanding on nonlinear sRGB values.
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Fixes #107730
Co-authored-by: LuoZhihao <luo_zhihao@outlook.com >
2025-07-08 13:44:53 -04:00
Spartan322
0e99b001ac
Merge commit godotengine/godot@5dd76968d8
2025-06-05 23:07:30 -04:00
Thaddeus Crews
167a9e33d3
Merge pull request #106880 from dsnopek/meta-depth-api-nonhacks
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Minor rendering and XR changes to allow Meta enivornment depth API to work entirely from GDExtension
2025-06-02 18:51:19 -05:00
Spartan322
b666f4fc15
Merge commit godotengine/godot@de37627404
2025-05-29 05:22:55 -04:00
David Snopek
0fd0feb772
Minor rendering and XR changes to allow Meta enivornment depth API to work entirely from GDExtension
2025-05-27 13:06:31 -05:00
Thaddeus Crews
50aa801351
Merge pull request #106731 from stuartcarnie/metal_fx_temporal_no_mobile
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Metal: Disable MetalFX Temporal for `mobile` rendering method
2025-05-26 11:24:43 -05:00
Stuart Carnie
fbe560a97c
Metal: Disable MetalFX Temporal for mobile rendering method
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It isn't supported, as `mobile` can't provide motion vectors. We can
revisit once it is supported via #100283 .
2025-05-24 06:48:05 +10:00
Raymond DiDonato
6b99608950
Add SMAA 1x
2025-05-21 15:02:09 -04:00
Spartan322
8122592328
Merge commit godotengine/godot@80a3d205f1
2025-05-01 01:30:09 -04:00
lawnjelly
f8f350a32a
Add GLOBAL_GET cached macros.
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GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com >
2025-04-30 15:08:50 +01:00
Spartan322
2b59059dde
Merge commit godotengine/godot@2d3bdcac35
2025-04-19 16:05:28 -04:00
Thaddeus Crews
ad40939b6f
Core: Replace C math headers with C++ equivalents
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- Minor restructuring to ensure `math_funcs.h` is the central point for math functions
2025-04-16 15:49:02 -05:00
kobewi
10f6c01b9c
Remove ABS in favor of Math::abs
2025-03-19 13:52:40 +01:00
Stuart Carnie
5e1fe8040a
rendering: compositor has is_opengl API; minor optimisations
2025-03-13 15:41:44 +11:00
Stuart Carnie
f31ddce6d1
MetalFX: change fallback behaviour
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Closes #103782
2025-03-08 15:35:45 +11:00
Michael Alexsander
aea559b39a
Allow to compile the engine without XR support
2025-02-25 17:07:21 -03:00
Spartan322
5e6a04e752
Merge commit godotengine/godot@5b52b4b5c4
2025-01-12 13:06:53 -05:00
Rémi Verschelde
3014eec40d
Merge pull request #99407 from devloglogan/rec-resolution
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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
Stuart Carnie
abd0e6990c
Renderer: minor optimisation when running gl_compatibility mode
2025-01-08 09:43:35 -07:00
Spartan322
889d027c1a
Merge commit godotengine/godot@d2ada64a03
2025-01-08 07:52:51 -05:00
Rémi Verschelde
0f76ee4688
Merge pull request #101110 from clayjohn/light2d-rect-fix
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Update Light2D `rect_cache` even when not using shadows.
2025-01-06 22:49:01 +01:00
Stuart Carnie
11dc4f2e5e
Metal: Add MetalFX upscaling support
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2025-01-06 06:03:18 -07:00
clayjohn
7e8facc526
Update Light2D rect_cache even when not using shadows.
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This also cleans up how the rect_cache is updated to make the steps more clear
2025-01-03 16:17:58 -08:00
Spartan322
1609981ccf
Merge commit godotengine/godot@75ce4266c4
2024-12-29 11:38:02 -05:00
Spartan322
fa0b4af786
Merge commit godotengine/godot@a7a2a12bfd
2024-12-21 05:32:01 -05:00
clayjohn
30801af298
Properly transform light rect and occluder rect to perform light2d culling in canvas space
2024-12-20 16:58:02 -07:00
Rémi Verschelde
190ae9f9dc
Merge pull request #100302 from clayjohn/light2d-optimize
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Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes
2024-12-17 22:59:54 +01:00
clayjohn
7c61252dd7
Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
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This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
2024-12-17 07:41:09 -08:00
Rémi Verschelde
d60c0e21a6
Merge pull request #88313 from wagnerfs/run-time-anisotropic-filtering
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Allow changing the anisotropic filter level at run-time per Viewport
2024-12-17 16:18:38 +01:00
Spartan322
9d47e1e39e
Merge commit godotengine/godot@b9437c3938
2024-12-15 09:24:31 -05:00
devloglogan
3deb5884d7
Renderer agnostic motion vector rendering/OpenXR changes
2024-12-10 15:59:17 -06:00
Wagner
6995b6a03e
Allow changing the anisotropic filter level at run-time per Viewport
2024-11-30 00:50:45 -03:00
Spartan322
6beb1eef9a
Fix copyright headers referring to Godot
2024-10-27 11:17:29 -04:00
Dubhghlas McLaughlin
e8542b06ac
Rebrand preambles to Redot
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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
Alvin Wong
1bd66af54c
Apply snap 2D transforms to pixel to viewport
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We shall not leave the viewport transform to be rounded by the code for
rounding canvas items. Since the viewport transform is inverse to the
camera transform, we get incorrect rounding at the halfway point that
misaligns the viewport and the canvas item which the camera is
following.
Instead, reintroduce viewport rounding, but do it in a way that matches
the rounding of canvas items. Also take into account the half-pixel
offset of the centre point when viewport dimension is not divisible by
two. For `CanvasLayer`s that follows viewport, take into account the
scale when rounding. Overall this should work better compared to the
rounding in Godot 4.2 (and earlier).
2024-09-23 20:34:11 +08:00
Stuart Carnie
5cfacc8767
[Editor,Servers]: Minor optimizations
2024-09-12 06:22:04 +10:00
Rémi Verschelde
f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
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Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Bastiaan Olij
1eb0039b6e
Fix regression around OpenGL swapchain optimisation for OpenXR
2024-07-29 12:46:58 +10:00
jsjtxietian
46ed290fef
Add warning when use FSR1 on renderer other than forward plus
2024-07-18 12:10:18 +08:00
clayjohn
fa3e00e2c4
Ensure Motion Vectors are enabled by particles and skeletons when using the Motion Vector debug draw option
2024-06-11 12:46:56 -07:00
clayjohn
3b9d074fd7
Ensure MovieWriter output is in gamma space when using HDR 2D
2024-05-28 15:30:13 -07:00
Pedro J. Estébanez
1589433e8f
Apply additional fixes to servers' threading
2024-05-08 17:41:40 +02:00
A Thousand Ships
955d5affa8
Reduce and prevent unnecessary random-access to List
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Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00