Hugo Locurcio
769c33abdf
Backport DirectionalLight fade_start
property to 3.x
...
- Implement shadow fading when using the Orthogonal shadow mode
(like in `master`).
This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.
This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.
The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2024-07-17 00:11:17 +02:00
c7ac1db971
Clang format everything.
2024-07-16 21:23:54 +02:00
efccdca45f
Added back GIProbes.
2024-07-16 19:07:24 +02:00
62fdccce25
Adding back lightmaps pt2.
2024-07-15 19:15:47 +02:00
98cbf1026a
Adding back lightmaps pt1.
2024-07-15 17:36:28 +02:00
Caroline Joy Bell
0f099eca32
Fix #if *_ENABLED
inconsistencies, should check if defined
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-08 14:16:03 +01:00
99621357a0
File copyright header updates pt4.
2023-12-17 22:50:00 +01:00
59ae5c4662
Ported from godot: add support for 3 dir shadow splits
...
- Ansraer
54bc6a300e
2023-10-02 18:12:54 +02:00
fb142ed6f8
Ported: Unbind texture slots when changing framebuffer
...
Prevent bugs whereby texture still in use.
- lawnjelly
5e197fd21e
2023-08-27 22:19:07 +02:00
834cbe8cef
Ported: Single Compilation Unit build.
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Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
43d1126b73
Ported: fix shadows pass viewport calculation.
...
([3.x] Fix shadows when using 2 directional lights)
- Ansraer
0227fcc4cc
2023-03-12 19:48:33 +01:00
2cd4e4d828
Renamed Set to RBSet.
2023-01-15 19:42:08 +01:00
1b0aac6028
Renamed Map to RBMap.
2023-01-15 19:12:50 +01:00
lawnjelly
19dc79114d
Prevent drawing MultiMesh with zero instance count
...
Issuing a driver drawcall for MultiMesh with zero instances crashes some drivers.
2022-09-17 00:22:17 +02:00
e4ae7f2ebc
Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D.
2022-08-29 17:21:40 +02:00
e2d42db711
Also renamed the files.
2022-08-19 21:24:36 +02:00
cffe742085
Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files.
2022-08-19 20:50:20 +02:00
f1619cad4f
Ported: Add hint_transparent to use a transparent black placeholder texture - Calinou
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ab9a95f266
2022-08-19 02:57:42 +02:00
04feb63860
Moved Engine and projectSettings.
2022-08-17 15:35:28 +02:00
388b88678e
Moved container related classes in core under a new containers directory.
2022-08-17 12:53:49 +02:00
8c2e76840c
Removed CameraMatrix, and switched to Projection.
2022-08-16 10:26:35 +02:00
bb323b5bee
Fixed lights.
2022-07-31 01:32:43 +02:00
06036225f4
Ported: More low priority redraw request cases
...
Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
- lawnjelly
f8df04ed50
2022-07-28 19:15:06 +02:00
42b0cd29ab
Ported: Disable alpha in post process when using opaque framebuffer - clayjohn
...
9927515254
2022-07-28 11:11:23 +02:00
942c23af34
Pported: Disable writing to alpha with opaque framebuffer - clayjohn
...
027ec28126
2022-07-28 11:02:41 +02:00
b75b256d7f
Ported: fix post procressing with transparent bg and keep alpha channel of the tonemap shader output. - Kinwailo
...
b1a50ad805
2022-07-27 18:11:54 +02:00
938f72432e
Removed the camera server.
2022-03-16 02:16:15 +01:00
e111edf4f2
Cleaned up (hopefully all remaining) light baking things.
2022-03-15 21:07:14 +01:00
6fac6ba7f7
Removed lightmap captures, and also cleaned up almost all lightmap stuff.
2022-03-15 19:57:34 +01:00
03890f9e38
Removed GIProbes.
2022-03-15 19:03:03 +01:00
49f8e8c398
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00