Commit Graph

385 Commits

Author SHA1 Message Date
Thaddeus Crews f94bbfc07c Merge pull request #118353 from Chaosus/shader_subgroups
Allow to define more than one subgroup level in shader material
2026-04-14 07:11:08 -05:00
Rémi Verschelde 5c662e7d47 Revert "Fix uniforms break particle shaders after conversion from a ParticleProcessMaterial" 2026-04-10 11:47:54 +02:00
Chaosus 5c667de60c Allow to define more than one subgroup level in shader material 2026-04-09 19:15:19 +03:00
Carson Bates fd3541edb4 Fix uniforms break particle shaders after conversion from a ParticleProcessMaterial 2026-04-02 12:07:52 -05:00
Thaddeus Crews 91030b8d8e Merge pull request #117812 from Calinou/basematerial3d-add-inspector-bool-group
Add inspector checkbox groups to Grow and Proximity Fade in BaseMaterial3D
2026-03-30 13:35:21 -05:00
StarryWorm 4ae336740d Add missing resource_*.h includes
Add missing `resource_importer.h` includes
Add missing `resource_loader.h` includes
Add missing `resource_saver.h` includes
2026-03-27 07:03:39 -04:00
Hugo Locurcio 7f66e84840 Add inspector checkbox groups to Grow and Proximity Fade in BaseMaterial3D
These were already implemented for other boolean BaseMaterial3D
toggles.
2026-03-25 01:19:18 +01:00
Rémi Verschelde eabb9a63d4 Rename callable_method_pointer.h to callable_mp.h and include it explicitly
This allows removing it from `class_db.h`, significantly reducing the amount of files
that include it transitively.

Also includes some include cleanup in `control.h` and `rich_text_label.h` done while
ensure they don't depend on `callable_mp`.
2026-03-04 16:23:23 +01:00
Rémi Verschelde f332faf46b Explicitly include core/os/os.h where used 2026-03-04 09:54:10 +01:00
Thaddeus Crews e380a41752 Style: Add class_db.h includes explicitly 2026-02-26 15:50:28 -06:00
Rémi Verschelde f5a290ac46 Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace
A number of headers in the codebase included `rendering_server.h` just for
some enum definitions. This means that any change to `rendering_server.h` or
one of its dependencies would trigger a massive incremental rebuild.

With this change, we decouple a number of classes from `rendering_server.h`,
greatly speeding up incremental rebuilds for that area.

On my machine, this reduces incremental compilation time after an edit of
`rendering_server.h` by 60s (from 2m57s).
2026-02-25 19:43:03 +01:00
kobewi 6f86914f55 Cleanup _validate_property() implementations 2026-02-23 15:05:25 +01:00
kobewi f7b9703cbd Use actual class names in resource type hints 2026-01-29 21:07:56 +01:00
Lukas Tenbrink 72b281d41e Remove a few includes of curve.h, texture.h and resource_loader.h + resource_saver.h. 2026-01-29 15:59:29 +01:00
Bastiaan Olij aac883849e Apply fixed size properly for mono/stereo rendering. 2026-01-20 23:19:45 +11:00
Rémi Verschelde f0fa171ec2 Revert "Fix fixed size flag on StandardMaterial3D when rendering in stereo"
This reverts commit 748f35ccb8.

Fixes #114995.

This will be redone for 4.7 / possibly 4.6.1 with a more involved solution.
2026-01-20 09:10:13 +01:00
Cadence fc9ea462ca Fix Sprite3D texture bleed when not wrapping
# Conflicts:
#	scene/resources/material.cpp
2025-11-24 15:10:07 -05:00
Kaleb Reid 43c03e224a Use correct ndc for proximity fade in Compatibility 2025-10-08 21:18:41 -07:00
Kaleb Reid 96ca7a205d Use correct ndc equation in Compatibility refraction 2025-10-04 02:03:31 -07:00
Aaron Franke 9fbf5808a0 Rename server "free" functions to "free_rid" to match exposed API 2025-09-30 16:52:25 -07:00
Bastiaan Olij 748f35ccb8 Fix fixed size flag on StandardMaterial3D when rendering in stereo 2025-09-11 20:53:19 +10:00
Pāvels Nadtočajevs f766e401db [MSDF] Fix outline bleed out at small sizes. 2025-08-31 23:35:33 +03:00
Thaddeus Crews 61c6d40c63 Merge pull request #109052 from Squamto/108905
Fix overflowing render priority for stencil mode outline and xray
2025-08-21 06:24:27 -05:00
Pāvels Nadtočajevs 6a3941b5d9 Fix MSDF outline size clamping. 2025-08-19 08:28:33 +03:00
Pāvels Nadtočajevs 86e61a311f Use MSDF instead of MTSDF for font rendering.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2025-08-09 10:41:16 +03:00
Squamto cd737eed2f Fix disallow stencil mode outline and xray for RENDER_PRIORITY_MAX 2025-07-29 22:42:00 +02:00
Thaddeus Crews db28859774 Merge pull request #107591 from timothyqiu/group-enable-default
Make `PROPERTY_HINT_GROUP_ENABLE` hide properties by default
2025-06-24 18:34:28 -05:00
Rémi Verschelde 8450eb2411 Merge pull request #107808 from apples/apples-stencil-preset-readwrite-fix
Fix stencil preset `next_pass` stencil flags
2025-06-22 11:59:26 +02:00
Apples b0947003e0 Fix stencil preset next_pass stencil flags 2025-06-21 11:05:32 -05:00
Apples 8ce3011ae6 Fixed stencil preset priorities 2025-06-21 10:48:25 -05:00
Haoyu Qiu a7ab249a2a Make PROPERTY_HINT_GROUP_ENABLE hide properties by default 2025-06-16 20:03:49 +08:00
Capry bf8edd2c2a Fix bent normal maps not working with triplanar UVs 2025-06-12 14:45:37 +02:00
LuoZhihao 8ba4656ea3 Compile out editor-only logic within validate_property in games 2025-06-12 12:54:19 +08:00
Apples d674c9e289 Add stencil support for spatial materials 2025-06-11 09:59:10 -05:00
Apples 7574a5dbb3 Add depth function for spatial materials 2025-06-06 09:21:19 -05:00
Dario 5a30a7e7cd Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
2025-05-27 12:45:27 -03:00
Thaddeus Crews 506417fe43 Merge pull request #105623 from lodetrick/section-feature-hide
Allow Inspector Section Checkboxes to hide features, Add "On" text to checkboxes
2025-05-26 11:24:25 -05:00
Logan Detrick 1a427d3dec Add feature hint string and "On" text for checkable groups 2025-05-21 14:56:55 -07:00
clayjohn 9a1def8da1 Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.

Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects

Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
Capry 9828c365c3 Add support for bent normals for indirect lighting and specular occlusion 2025-05-12 12:52:04 +02:00
landervr 56730d0cb2 Add specular occlusion from ambient light
Co-authored-by: guerro323 <kaltobattle@gmail.com>
2025-05-08 23:52:01 +02:00
lawnjelly f8f350a32a Add GLOBAL_GET cached macros.
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
Lukas Tenbrink 91fe434a86 Always use String as StringName backing internally. 2025-04-23 14:57:03 +02:00
cier ebe9370724 Add enable checkboxes to editor sections
Fixes https://github.com/godotengine/godot-proposals/issues/4173
2025-04-15 13:49:41 -07:00
Stuart Carnie 09282c316a Renderer: Reduce scope of mutex locks to prevent common deadlocks
Fixes #102877
2025-04-13 06:56:13 +10:00
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
Aaron Franke 97ee05e9b7 Rename version defines to GODOT_VERSION_* to match GDExtension godot-cpp 2025-03-12 11:11:38 -07:00
A Thousand Ships a1846b27ea Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
clayjohn ed83e5ee4b Fix shader compilation errors when using MSDF fonts with Label3D nodes 2024-12-20 17:30:55 -07:00
Pedro J. Estébanez 4bfc6f8d70 Fix deadlock possibility in threaded load of materials 2024-12-13 12:49:10 +01:00