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[WIP] Allow SDFGI, VoxelGI, ... reflections on lightmapped objects #86039
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This was referenced Dec 11, 2023
- Set `-sSTACK_SIZE` to what it was before emscripten 3.1.27. It was renamed in 3.1.25 so also set `-sTOTAL_SIZE` for older versions for consistency. - Set `-sDEFAULT_PTHREAD_STACK_SIZE` to what it was before 3.1.30. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit 1dee633)
Adds query functions to get random points on navigation mesh to the NavigationServer.
…rt for system font fallback.
…rial These are needed to tweak sky exposure separately from background
…ixer When a animation track doesn't have an keys, it's possible that we leak memory due the ERR_CONTINUE_MSG macro usage. By checking the error condition first, we avoid a allocation and thus the leak.
Note: this change completely overwrites the meshoptimizer library source (from git SHA c21d3be6ddf627f8ca852ba4b6db9903b0557858) without including any patches; a distance error metric patch is still needed and will be reapplied in the next commit. The changes elsewhere are due to a signature change for meshopt_simplifyWithAttributes.
This change replicates the distance-only metric patch which is now much smaller and cleaner, as upstream simplifier already tracks distance and attribute quadrics separately - it just doesn't store both errors in the collapse structures. The old two patches were removed as they are no longer needed.
The weight is per-attribute scalar (X, Y, Z), not per-vertex; this was the case even before the library update so this appears to be an oversight.
This provides information for the debug monitors
This is useful to speed up iteration when working on the engine (or editor). This can be combined with a script that calls `adb` to deploy the APK on a device (coupled with Godot's `--export-*` for projects) to further speed up iteration.
This also documents `physics_ticks_per_second` not being automatically adjusted, which can be important when speeding up simulation.
…ouch from mouse in input
The type of the right operand is now taken into account.
…eger and float keyframes.
- Improve behavior of SDFGI reflections combined with specular occlusion - Add an optimized method for getting reflections from VoxelGI
rebase failed sorry for the notifications :( |
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This complete a part of godotengine/godot-proposals#3012 (it doesn't address disabling VoxelGI reflections for SDFGI)
This add support for reflections from GI such as SDFGI onto lightmapped objects
(scene from https://sketchfab.com/3d-models/japanese-street-at-night-fb1bdcd71a5544d699379d2d13dd1171)
Simple scene:
Benefits and constraints
TODO:
Open Questions:
¹ I posted some screenshots and benchmarks here godotengine/godot-proposals#3012 (comment). I'll make some new one for this PR.