Thaddeus Crews
f94bbfc07c
Merge pull request #118353 from Chaosus/shader_subgroups
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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
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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
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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
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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
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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
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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"
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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
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# 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
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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.
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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
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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
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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.
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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
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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)
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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
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Co-authored-by: guerro323 <kaltobattle@gmail.com >
2025-05-08 23:52:01 +02:00
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
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
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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
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Fixes #102877
2025-04-13 06:56:13 +10:00
Yyf2333
22b5ec17fb
Using iterator pattern instead of List::Element *.
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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
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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