- Rename various labels for readability.
- Use infinity symbol when FPS limit is set to 0.
- Use lossless compression for ship textures since they are low-resolution,
and applied to a large object (making VRAM compression look bad).
- Restore support for multiple aspect ratios which was inadvertently
removed in a previous PR.
- Fix corner fix preview incorrectly using VRAM compression (it's
low-resolution, and only displayed in the editor anyway).
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
This uses https://github.com/Rytelier/godot-sky-and-volumetric-clouds
as a base, with several changes made:
- Spheres are now used to represent radiance map reflections of varying
roughness and metallic values.
- A day/night cycle is now featured.
- Mipmaps are enabled on the weather texture as an optimization.
- The default radiance map settings are more conservative to account
for the real-time sky shader.
- This makes reflections lower quality, but it's not too noticeable
in most real world scenes (especially if using GI techniques for reflections).
- Debanding is now applied in the project settings, rather than on the sky shader.
This is significantly faster (over 0.1 ms saved on a RX 6900 XT in 3840×2160).
It also has the benefit of working on materials, which can exhibit banding
if not textured.
- The sky shader has debanding commented out in case it's needed.
This debanding also applies to the lower half of the sky as well in this case,
as it was required to get rid of noticeable banding on the lower half.
- Cloud coverage and density uniform hints now allow values as low as 0.001.
Co-authored-by: Rytelier <45795134+Rytelier@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
- Make 3D lights with shadows darker when using Compatibility to better
match the appearance of Forward+/Mobile, due to the use of sRGB blending
for those lights.
- Silence some warnings when running projects with the Compatibility
rendering method, such as the one about 2D MSAA not being supported.
- Rebake lightmaps in Global Illumination to improve quality and reduce
light leaking with improvements from 4.3.
- Increase probe density for dynamic objects, and mark the moving box
as a dynamic object for GI purposes.
This is done to improve the experience with the web-based demos,
which always run with the Compatibility rendering method.
The mob's orientation was previously shifted according to the player's
height, which could lead to collision and movement issues that were
difficult to diagnose.
This provides mouse sensitivity that is independent of the viewport
size, without needing to query for project settings.
This also inverts the mouse motion direction in the 3D navigation demo
to better match expectations, and increases mouse sensitivity in the
Window Management demo to be closer to other demos.
This avoids stuttering during world generation due to mutating
compound shapes being slow in Jolt Physics.
This is especially noticeable in the Flat Grass world due to
the higher number of voxels being generated.
Following the switch to Jolt Physics, 3 warnings were printed every
time you selected the tow truck in Truck Town, as custom joint bias is not supported.
This reverts 3 of the joints to use the default bias, which appears to
have no negative impact on behavior on either Jolt Physics or GodotPhysics3D.
This showcases various tonemapping operators and their interaction
with several color correction textures (1D and 3D).
A script generating neutral 3D LUT textures is also included.
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
- Add options for physics ticks per second, time scale, max physics steps per frame
and physics interpolation to the 2D and 3D physics tests demos.
- Physics ticks per second are always multiplied by time scale so that
time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
the debug collision fill make these unnecessary.
- Switch to the Mobile rendering method in the 2D physics tests demo
to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
for better visibility. Each PhysicsBody type now has its own collision
shape color.
- Allow placing/breaking blocks when further away (up to 5 blocks instead of 4).
- Add a background to the debug display to improve readability on bright backgrounds.
- Simplify coordinate display using the `%v` placeholder available in 4.3 onwards.
This was most common at low physics tick rates like 20 TPS.
This also fixes an issue with the RigidBody character demo having
movement speed depending on the physics tick rate.
Four moods are available: sunrise, day, sunset, night. Sunset and night
also feature artificial point lights placed in the town scene.
The mood can be set on the main menu before playing. It can also be cycled
during gameplay by pressing M or D-Pad Down.
- Add reflection probes for each test sphere, which can be toggled using
a new dropdown with 3 options (no reflection probe, reflection only,
reflection + ambient). The cull and reflection masks are configured
on each reflection probe so that spheres don't self-reflect, but other
spheres still appear in each sphere's reflections. Probe extents are made
very large to prevent any visible fading, and the test beds don't
receive the reflection probe's ambient or reflection.
- Improve ice material visuals by giving it some opacity.
- Use lossless compression on all textures, as their relatively low
resolution and count by today's standards makes them not use much VRAM
anyway.