Closed Acvarium closed 2 years ago
Tested on Xiaomi Redmi note 5 with android 9 and on Oculus Quest 1 with the same result
@Acvarium Can you reproduce this in any of the 3.4 betas and RCs to determine when the regression started?
PS: Vertex shading is forced by default on mobile platforms; disable Force Vertex Shading.mobile in the Project Settings to use per-pixel shading (at the cost of performance). Conversely, you may be able to reproduce this issue on desktop platforms by enabling Force Vertex Shading (without .mobile
).
Tested with few versions. Issue is not present in 3.3.4 release, but is in 3.4 beta 1
And thanks for the info on "Force Vertex Shading"
Commits between 3.3-stable
and 3.4beta1 (207fb165bfd1fefd1b4339c9427a569b19d0dcae):
git shortlog --no-merges -n 3.3-stable...207fb165bfd1fefd1b4339c9427a569b19d0dcae
Hugo Locurcio (94):
Deprecate the GIProbe Compress property due to known bugs
Tweak lightmapper warning message to mention Rosetta emulation on macOS
Link to Feature tags more explicitly in ProjectSettings documentation
Strip leading/trailing whitespace for project name in the project manager
Improve error messages for missing export presets when using `--export`
Add a menu action to open C++ source on GitHub in the editor debugger
Tweak error messages for the Save Branch as Scene editor option
Display scene file extensions in the editor only if there's ambiguity
Allow Center Selection to work without any selection in 2D/3D editors
Document that clearcoat/rim lighting is not visible on unshaded materials
Document that `SceneTree.call_group()` is deferred
Add the About dialog to the project manager
Make it possible to copy the Godot version identifier by clicking it
Document that `File.open_compressed()` can only open files saved by Godot
Allow selecting multiple files in the editor translation/remap dialogs
Tweak the built-ins color highlighting in the shader editor
Allow negative contrast values in the editor theme settings
Improve the AudioStreamPlayer(2D/3D) class descriptions
Tweak the setting hint for the custom editor theme setting
Fix EditorPropertyResource focus outline being drawn behind the preview
Document caveats of `OS.get_unique_id()`
Improve the editor audio preview inspector appearance and functionality
Save the current script when adding a new method via signal connection
Implement the `%command%` placeholder in the Main Run Args setting
Save the current script when pressing Ctrl + S if no scene is open
Fix Tree's background focus outline displaying behind section headings
Display the old color in ColorPicker for easier comparison
Implement reverting to the old color when clicking it in ColorPicker
Fix Ubuntu clang-format version detection in the pre-commit hook
Add "Support Godot Development" option to the editor's Help menu
Scroll faster when holding Alt in TextEdit (and script editor)
Increase the TileSet editor's snap step to 1024
Fix crash when trying to save with no scenes and scripts open
Print a warning when importing a repeating NPOT texture in a GLES2 project
Remove high radiance sizes from the editor due to issues on specific GPUs
Only allow absolute paths in XDG environment variables
Remove `#ifdef` catering to MSVC 2012 and earlier in `math_funcs.h`
Tweak highlight color in the editor Find in Files dialog
List "Argument" for each extra bind argument in the connect dialog
Tweak pressed CheckBox appearance in the editor
Highlight control flow keywords with a different color
Remove duplicate orientation settings in the iOS export preset
Tweak Camera2D editor line colors for better visibility
Improve the audio bus editor appearance
Document `Resource.duplicate()` only copying exported variables' values
Uncap the range for gravity and change the slider hints
Document `Navigation.get_simple_path()` often returning non-optimal results
Add "Normal Map Invert Y" import option for normal maps
Readd support for kerning in DynamicFont
Allow clang-format 12 in the pre-commit hook
Allow more items in automatic width calculation for TextEdit completion
Document applying VRAM compression setting changes retroactively
Improve the console error logging appearance
Add a soft line length guideline to the script editor
Tweak the "Changes may be lost!" text color to match the icon's color
Remove the 3D camera gizmo icon
Improve the editor feature profiles UX
Handle portrait mode monitors in the automatic editor scale detection
Rename "Singleton" to "Global Variable" in the AutoLoad editor
Complete documentation for the AudioEffectPitchShift class
Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
Fix editor constantly redrawing when freelook is active with still camera
Improve radio checkboxes in the default editor theme
Tweak the physics FPS property hint to only allow reasonable values
Allow higher and lower maximum zoom values in GraphEdit
Fix duplicate paragraph in `ArrayMesh.add_surface_from_arrays()` description
Fix game camera override tooltips being swapped
Decrease the editor FPS limit when unfocused from 20 to 10
Add a "save on focus loss" editor setting (disabled by default)
Add custom debug shape thickness and color options to RayCast
Tweak CylinderMesh `rings` property hint to allow a value of 0
Use double-sided material for RayCast
Expose OS data directory getter methods
Tweak script export text in the export dialog to be more explicit
Print time taken and request attention when lightmaps are done baking
Fix flipped binormal in SpatialMaterial triplanar mapping
Allow selecting frames by holding down the mouse in SpriteFrames editor
Add keyboard shortcuts to the project manager
Improve descriptions for ProjectSettings' `disable_stdout`/`disable_stderr`
Allow a top and bottom radius equal to 0 in CylinderMesh
Use Ctrl + G to toggle the 3D editor grid visibility by default
Document debanding being broken on mobile
Decrease opacity of the overdraw debug draw mode
Tweak the 2D game camera override tooltips to match 3D
Add icons for more file types in the editor asset installer
Allow using the 3D editor's View menu while previewing a camera
Remove unused code related to Travis CI
Improve error reporting in WebSocketServer
Use the Unicode multiplication symbol for the viewport size display
Fix typo in Bullet method name: "collisin" -> "collision"
Tweak the GradientTexture property hint to follow CurveTexture
Make makerst.py create folders automatically, print a message when done
Automatically display the installer after downloading an asset
Fix casing of the "to" stop word in editor strings
Rémi Verschelde (71):
Bump version to 3.4-beta
embree: Allow building against system library on Linux
fbx: Fix include for zlib that broke unbundling
Add type_traits include for `std::is_trivially_destructible`
lightmapper: Disable build if raycast module can't build
Linux: Don't attempt linking embree3 on non-tools, link it for headless too
Android: Fix get_buffer false positive on empty dest buffer
NodePath: Remove unimplemented `get_parent()` method
Scene: Remove unused `mesh_materials` StringNames
Main: Default `--doctool` path to '.' if none given
doc: Update classref headers with 3.4 version
OSX: Clarify min version requirement (10.12) in Info.plist
Linux: Remove use_static_cpp override on x86_32
SceneTree: Fix type hints for `global_menu_action` signal
CI: Upgrade Emscripten to 2.0.15 (same as official standard builds)
doc: Mark LargeTexture as deprecated (removed in 4.0)
Android: Upgrade buildTools from 30.0.1 to 30.0.3
Tabs: Remove unused 'panel' stylebox from default theme
Core: Drop custom `copymem`/`zeromem` defines
SCons: Add explicit dependencies on thirdparty code in cloned env
Revert "make 2d constraint solving more deterministic by solving in push order"
doc: Sync classref with current source
doc: Sync classref with Mono build
CI: Add `--doctool` check to find missing classref updates
Style: Remove executable bit from non-runnable files
Style: Set clang-format Standard to c++14
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Style: Replaces uses of 0/NULL by nullptr (C++11)
Style: Enforce use of bool literals instead of integers
Style: Remove redundant void argument lists
Style: Enforce braces around if blocks and loops
Fix crash with user-defined `ResourceFormatLoader.load`
SCons: Disable embree-based modules on x86 (32-bit)
Android: Remove non-functional native video OS methods
TileSet: Improve error message for invalid IDs
TileSet: Fix signal disconnect error in some situation
VisualScript: Fix wrongly setting default value on property hint change
CI: Update JavaScript linter deps with known security vulnerabilities
SCons: Abort if SCRIPT_AES256_ENCRYPTION_KEY is invalid
Update AUTHORS and DONORS list
i18n: Sync translations with Weblate
FileSystem dock: Fix search shortcut
Revert "Tweak lightmapper warning message to mention Rosetta emulation on macOS"
i18n: Sync translations with Weblate
CI: Install Android NDK 21.4.7075529
Android: Remove `-fno-integrated-as`, it can break arm64v8 build
Fix typos with codespell
Dist: Add macOS entitlements files for editor code signing
Linux: Fix embree unbundling on aarch64
OS: Better validation of invalid input for get_unix_time_from_datetime
i18n: Sync translations with Weblate
Style: Cleanup uses of double spaces between words
FileAccess: Don't err in `store_buffer` with buffer of size 0
Revert "[3.x] Fix SceneTreeDock::_selection_changed"
Update AUTHORS and DONORS list
i18n: Sync translations with Weblate
Style fix in DONORS.md (trailing space)
i18n: Sync translations with Weblate
LocalVector: Don't error if `from` >= `count`
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
Android: Add `isGame` application attribute, default to true
Android: Fix `xr_mode_metadata_name` removal after cd64bcdae
Android: Fix syntax error in #50227
Android: Fix truncated `application` attributes after #50028 cherry-pick
FileDialog: Fix capitalization for overwrite prompt
LineEdit: Respect `max_length` by truncating text to append
i18n: Sync translations with Weblate
Update AUTHORS and DONORS list
Revert "Fix gdnative api generation for methods that return enums"
Marcel Admiraal (34):
Fix empty CSGShape error
Fix CSGMesh undo not refreshing gizmo
Update CSGMesh3D's documentation to explain how vertex normals are used
Move collision layer and mask into CollisionObject.
Return RID instead of Object id in area-body_shape_entered-exited signals.
Fix Quat includes
Update EditorResourcePreview queue_*() documentation
Fix UV mapping on CSGSphere
Fix game controllers ignoring the last listed button
Rename CollisionObject3D input_event signal position and normal parameters
Update Gradle archiveName and destinationDir properties
Don't install Android NDK in CI
Remove unused AudioDriverAndroid from Android
Add OS.get_external_data_dir() to get Android external directory
Move default values from definition to declaration in GraphEdit
Apply infinite inertia checks to Godot physics 3D
Remove duplicate ERR_PRINTS macro
Remove FIXME comment from fixed issue in Android Export
Remove duplicate WARN_PRINTS macro
Clear glErrors instead of crashing when initializing GLES3
Add GDNative libraries to Android custom Gradle builds
Add adb output to error message when install fails
Remove redundant interface modifiers from Android Java code
Remove unused imports from Android Java code
Replace single method anonymous classes with lambdas in Godot Java code
Fix unchecked call to put() warning in GodotInputHandler.java
Remove unnecessary semicolons from Android Java code
Use Java array declarations not C-style declarations in Android Java code
Fix raw use of parameterized Class
Use StringBuilder instead StringBuffer in Godot Java code
Remove redundant explicit types in Godot Java code
Use static inner classes in Godot Java code
Remove Android onKeyMultiple override
Queue the calls to GodotLib.key when Android virtual done is pressed
Fabio Alessandrelli (32):
Better zeroizing in CryptoKey.
Add AESContext.
CryptoKey supports public keys.
Implement sign and verify in crypto.
Implement RSA encryption/decryption.
Document AES and new Crypto/CryptoKey functions.
[HTML5] Debug HttpServer now runs in `web` cache subdir.
[HTML5] Optional icon generation, use export name for it.
[HTML5] HTTP server uses optional SSL.
[HTML5] Export as Progressive Web App.
[Net] Fix socket poll timeout on Windows.
[HTML5] Fix build for recent emscripten versions.
[Net] Implement String::parse_url for parsing URLs.
[HTML5] Add support for `physical_keycode`.
[HTML5] Use 64KiB chunk size in JS HTTPClient.
[HTML5] Remove "fixed-size.html".
[HTML5] Fix target_fps when window loses focus.
[HTML5] Fix GDNative compilation with emcc 2.0.19+
[HTML5] Implement Godot <-> JavaScript interface.
[Doc] Remove reference to UNIX sockets in StreamPeer.
[HTML5] Add easy to use download API.
[Net] Fix HTTPRquest store_buffer error.
[HTML5] Fix some JS library signature.
[HTML5] Fix JS build without eval.
[HTML5] Update eslint and jsdoc dependencies.
[Net] ENet non-relaying server now process broadcasts.
[HTML5] Add option to focus canvas on start.
[Net] Fix WebSocketClient path parsing.
[Net] Add WebSocketServer handshake_timeout property.
[Crypto] Delete mbedtls ctx in deconstructor.
[HTML5] Fix JavaScript string parsing with new interface.
[HTML5] Raise default initial memory to 32 MiB.
Haoyu Qiu (23):
Fixes display of programmatically created value in remote inspector
Fix Tree::get_column_at_position crash
Fix ragdoll simulation when parent was readded to scene
Fix crash when using get_available_chars with invalid DynamicFontData
Fix XMLParser behavior for comments and premature endings
Fix editor crash when exporting profiler data
Fix STL to Godot type convertion of polypartition
Check cache_parent_physical_bone when rebuilding parent cache
Wrap description TextEdit of plugin config dialog
Fix RichTextLabel auto-wrapping on CJK
Don't use the abbrevation "Sep." in UI text
Fix json dump and print of circular structure
Validate parameters when adding plugins
Save binary ProjectSettings key length properly
Strip query string when parsing HTTP request line for path
Validates the `p_format` parameter in `Image::create` functions.
Add numpad emulation in 3D viewport
Fix doc description of HTTPClient::request
Handle Z_BUF_ERROR in decompress_dynamic
Fix unicode invalid skip error in AssetLib
Fix memfree parameter name
Merge similar editor strings
Fix decompression with FastLZ when buffer size is less than 16 bytes
PouleyKetchoupp (22):
Heightmap collision shape support in Godot Physics
Fix errors related to joints setup with two non-dynamic bodies
Fix skinning initialization in MeshInstance when loaded from thread
Expose get_debug_mesh in Shape to scripting API
Support for Dynamic BVH as 2D Physics broadphase
Allow values > 1 for friction and bounce in PhysicsMaterial
Fixed unnecessary bvh tree updates when calling set_pairable
Fix logic for showing tilemap debug collision
Added flip_h and flip_v properties in TextureButton
Fix uninitialized members in physics query results
Expose collider RID in 2D/3D kinematic collision
Fix sub-resource storing the wrong index in cache
Fix external resource cache regression
Ignore disabled shapes for mass property calculations
Support for disabling physics on SoftBody
Fix and clean disabled shapes handling in godot physics servers
Fix export var override in PackedScene at runtime
Expose body_test_motion in 3D physics server
Remove unused PhysicsShapeQueryResult & Physics2DShapeQueryResult
NodePath properly updated in the editor in more cases
Coding style fix in editor NodePath update
Options to clean/simplify convex hull generated from mesh
bruvzg (18):
Fix crash on GDNative API json generator exit.
Duplicate DynamicFontData resources in the editor preview generation thread to avoid race condition.
Add `physical_scancode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
Add symlink API to the DirAccess (on macOS and Linux).
[UWP] Add missing `get_scansym` argument.
[macOS] Allow "on top" windows to enter full-screen mode.
Add GDNative Framework loading and export support.
Fix `Directory::get_space_left()` result on macOS and Linux.
Add separate `simulator` flag for iOS build, change main library to `xcframework`. Build and export iOS Mono libs as `.xcframework`s, for Apple Silicon iOS simulator support.
[3.x] Fix visibility issue with zoom label
[3.x, macOS export] Add notarization support.
[iOS] Option to automatically generate icons and launch screens
Fix loading RLE compressed TGA files. Fix memory reads outside of input buffer when loading invalid TGA files.
Add LSApplicationCategoryType to the template and export dialog.
[macOS] Fix custom mouse cursor not set after mouse mode change.
[Windows Export] Use temporary file for osslsigncode signing.
Fix Variant tags parsing.
[macOS, Mono] Automatically enable JIT entitlements for the Mono exports.
kleonc (16):
Improve some argument names for core types
TileMapEditor::_bucket_fill Check autotile coordinates only if autotile is selected
TileMapEditor Modulate autotile previews
Make posmod use int64_t instead of int
TileMap::world_to_map Ensure half offset is added according to the returned value
Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
Fix crash after disabling plugin using set_force_draw_over_forwarding_enabled()
BitMask::create Don't request more memory than needed when size is a multiply of 8
Document valid range of Node2D.z_index
SpriteFramesEditorPlugin Added zooming
Scale zoom values in the SpriteFrames editor for hiDPI displays
TextureRegionEditor Fix not updating on editing region with autoslice cached
TextureButton Update min size on any texture change
AnimationMultiTrackKeyEdit Allow editing easing if it's possible for all edited tracks
VisualScriptEditor Fix in graph position calculation (do not skip zoom)
Add AcceptDialog::remove_button method
Tomasz Chabora (14):
Make randomize() use unix time too
Add disabled theme icons for CheckBox
Save project after opening
Allow to drop files on filtered scene tree
Display arrow cursor if text is not editable
Reset Shader Editor scroll when changing shader
Add preload() to resource path when holding Ctrl
Improve sort_custom() description
Don't save built-in script when adding method
Don't remap resources belonging to instance
Clarify animation_changed signal
Fix GridMap still drawing when Alt+Tabbing
Support single quote when dropping files to script
Allow to create a node at specific position
Yuri Sizov (12):
Correct pre-deprication warning message regarding linuxbsd/x11 platform
Fix EditorPropertyEasing capturing drag events originated outside of it
Keep custom editor theme when changing editor settings
Improve the layout and texts of the Editor Feature Profiles dialog
Expose missing Theme methods
Add utility methods to Theme, improve error messages and documentation
Fix typo in Control's theme icon look-up method
Add EditorResourcePicker control based on the Inspector editor for Resources
Use EditorResourcePicker in the Inspector
Refactor Theme item management in the theme editor
Overhaul the theme editor and improve user experience
Make relationship lines draw on top of TreeItems
Aaron Franke (9):
Warn when creating a script with the same name as the parent class
Update size when updating ScriptCreateDialog
[3.x] Make is_equal_approx have explicit float and double versions
Set a minimum size for status panel elements in ScriptCreateDialog
Use global scope round method for rounding
[3.x] Fix Camera FOV documentation
Rename tabs in the project manager
[3.x] Fix C# bindings generator for default value types
[3.x] Add Quat angle_to method
Lightning_A (9):
Enable zooming graph_edit with scrollwheel, cherry-picked for 3.x
Make scrollwheel zoom based on mouse position, cherry-picked for 3.x
Fix Array.max() navigating to @GDScript.max() etc.
Remove current export template version from "Installed Versions"
Initialize some graphedit values in the header
Put physics override parameters in their own group and document that areas can be used to influence audio
ScrollContainer: Expose `_ensure_focused_visible` to the API Was renamed to `ensure_control_visible`
Add the ability to reload the current project
Add "Suggest a Feature" to the help dialog.
Lyuma (9):
Allow renaming bones and blendshapes.
Backport 6f16239 "Implementation of struct for shaders" to 3.4
Backport 6b99bda "Added support for arrays as shader struct members" to 3.4
Backport bc0e8e7 "Fix using post-init shader array constructors" to 3.4
Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4
gltf: Fail gracefully when a mesh instance fails.
Fix incorrect skin deduplication when using named binds
gltf: Fix mesh nodes which are also bones for 3.x
gltf: Fix mesh nodes which are also bones.
Pedro J. Estébanez (9):
Extend UndoRedo handling of Resource to every Reference
Add animation reset track feature
Make all file access 64-bit (`uint64_t`)
Allow basic user data backup on Android
Set schemes' build config to debug/release in iOS Xcode export
Add iOS export option for device family
Fix crash when using ALSA MIDI with PulseAudio
Fix slow load/save of scenes with many instances of the same script
Remove side effects of scene save
Chaosus (8):
Prevents incorrect connection attempt on port clicking in GraphEdit, cherry-picked for 3.x
Fix GraphEdit reconnecting to disconnected port, cherry-picked for 3.x
Fix GraphEdit connects when graph is zoomed/unzoomed, cherry-picked for 3.x
[3.2] Prevents default values of VSNodeCustom from overriding by a script
Fix shader crash if duplicated struct members created
Prevents shader crash if passing invalid struct to the return statement
Prevents shader crash if two struct with the same name are declared
Fix doc theme not changing when its hidding
lawnjelly (8):
Batching - fix number of verts in translation
Batching - GLES3 fix light pass modulates
Fix 2d software skinning relative transforms
Batching - fallback for 2d skinning with unrigged polys.
Batching - fix item_batch_flags stale state
BVH - fix stale current_tree in deactivate function
Fix canvas rect bound calculation
Fix VisibilityEnabler to work with AnimationTree
Ignacio Etcheverry (5):
Fix copying Mono shared libs on macOS
C#+iOS: Fix simulator builds
C#+iOS: Fix P/Invoke symbols being stripped by the linker
C#+iOS: Fixes for games exported with `Use Interpreter` disabled
C#+iOS: Fix crash at exit for passing NULL domain to mono_jit_cleanup
JFonS (5):
CPU lightmapper environment energy fixes.
Switch to embree-aarch64
Add checks for __SSE2__ in the lightmap raycaster
Fix swapped front/rear directions in viewport rotation control.
Upgrade Embree to the latest official release.
Morris Tabor (5):
Fix ParticlesMaterial spread
Fix draw order of transparent materials with multiple directional lights
fix misaligned loads in bmp loader
Replace QuickHull with Bullet's convex hull computer.
Implement lossless WebP encoding
Nicholas Huelin (5):
Edit "quit()" method description in `SceneTree`
Amend `Label`.clip_text() Method Description
Add `get_dead_zone()` method to `InputMap`
Add multiple descriptions to several classes
Add method description to `PopupMenu`
Andrii Doroshenko (Xrayez) (4):
Separate version hash from version number in editor and project manager
Use "Delete" in FileSystemDock on all platforms
Make `EditorVCSInterface` proxy functions virtual in C++
Set minimum size for "Version Control" diff bottom panel
Francois Belair (4):
Make LSP update the filesystem of changed scripts
Translate file path to URI on LSP symbol requests
Add cache to color picker for presets
Implement didClose notification in LSP
Ilaria Cislaghi (4):
visual server now sorts based on aabb position
fixed particle rotate y flag
Added ring emitter for 3D particles
added offset for plane mesh and quad mesh
Kyle (4):
Fixes ctrl-click function line centering
Fixed cut/copy/paste visibility
Remove extra separator
Add ctrl+shift+a to instance scene in scenetree dock
MaxStgs (4):
Fix BakedLightmap bias bound check
Add PackedDataContainer data pointer check for non nullable
Check PHashTranslation generate p_from is valid
Add WebSocketMultiplayerPeer _incoming_packets check bound
Michael Alexsander (4):
Fix EditorInspector not updating its theme on rare occasions
Select non-perfect matches if necessary in the Search Help dialog
Add comment highlighting to script thumbnails
Make invisible `SplitContainer` nodes correctly calculate the minimal size of its children
Paweł Fertyk (4):
Return error when decompressing empty buffer
Check for _language in PluginScript.instance_has
Remove trailing slash from recent dir if needed
Validate image formats, check if resize_to_po2 failed
trollodel (4):
Create CollisionObject debug shapes using VS
Fix crash on debug shapes update if CollisionObject is not in tree
Preview the color animation in the animation editor
Fix GraphNode port position when the control has the Expand flag
Bartłomiej T. Listwon (3):
Separate set.h from map.h
pywin32 is no longer necessary for SCons install
Change search results limit in FileSystem dock from 128 to 10000
Bastiaan Olij (3):
Change ARVRPositionalTracker to a reference and better expose it to GDNative
Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for
Add precision to view_index
Clay John (3):
Fix multimesh being colored by other nodes GLES3
Force vertex shading in SpatialMaterial when used
Only set base in Sprite3D when needed
K. S. Ernest (iFire) Lee (3):
When one invalid image fails, it should only fail that single image.
Backport gltf2 module from master.
ERR_FAIL_NULL check file access
Sergey Minakov (3):
Core: add EOF check for json parser
[iOS] Nonnegative start index for virtual keyboard range
[iOS] Support multiple plist types
Fredia Huya-Kouadio (2):
Add support for custom debug keystore.
Update config versions and deprecate the use of the jcenter maven repo.
HaSa1002 (2):
Fix removal of `rect_min_size` not triggering resize
Fix CSG Path Polygon cache being removed after connect
Henry Conklin (2):
Optimize BroadPhase2dHashGrid to not pair elements on different layers
Add support for numeric XML entities to XMLParser
Jonas Bernemann (2):
Fix overflow in export template manager
String::format leave passed values untouched
Mateo Kuruk Miccino (2):
LineEdit: Now double click to select a word, and triple click to select all the content
FileSystem: Force update when we delete a folder from the editor and searching changes only if we change the directory successfully in the scan_fs_changes
Rafał Mikrut (2):
[3.x] Fix crashes when using _input functions
Prevent setting too big or too small Collision Mask and Layer
Ricardo Subtil (2):
Allow Godot to import .ZIP files with non-regular structure
Fix zip_root not being defined when importing by drag&drop
TwistedTwigleg (2):
Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides
SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used
Will Whitty (2):
Work on porting HTTPRequest compression to 3.3
Backport HMac crypto to 3.x
Zae (2):
Fix zip file opening twice
Fix duplicate close files when deconstructing ZipArchive
floppyhammer (2):
ImproveCompletionPanelPositionInShaderEditor
Improve nine patch behavior of TextureProgressBar
foxydevloper (2):
Make shortcut for focusing searchbar in filesystem dock
Make easing properties drawn with anti aliasing
paru (2):
Added CPU blendshapes for GLES2
Fixed usage of proxy textures on GLES2 sky
rafallus (2):
Check if _direct_state_changed() argument is valid
Check input mesh is valid in SurfaceTool methods
ray90514 (2):
Fix LineEdit undo behaves strangely
Fix multi-selection doesn't correctly show in the inspector
thebestnom (2):
[Android] Allow to build dev template with symbols
[Android] fix generateDevTemplate
Aitor Cereceto (1):
Fix SceneTreeDock::_selection_changed
Andrea Catania (1):
Remove early return from gizmo intersect_ray
Arkadiusz Marcin Kołek (1):
Avoid division by zero when calculating inertias for bodies with colliders without areas.
Arthur Bikmullin (1):
Fixed missed IDHandler dependency in GodotFetch
Arthur Paulino (1):
Updating KinematicBody2D "is_on" functions' descriptions
Bhuvan Vemula (1):
instance-scene: make parent as edited_scene if no parent selected.
Brennen Green (1):
Manually unpacked normal mapping to fix issue with refraction being offset rather than distorted.
Brian Semrau (1):
Batching fix polygon basis polarity
CaptainProton42 (1):
Fix 3D scene preview generation.
Casey Foote (1):
Add support for generating noise images with an offset.
Chuck (1):
Support multiple address resolution in DNS requests
Daniel Lungaro (1):
Remove plugin from enabled if there's an error
David Cambré (1):
The built in function math/seed was missing the sequenceport.
David Hoppenbrouwers (1):
Fix joint RID not being passed to _set in PhysicalBone
David Snopek (1):
Fixes #48178: WebXR broken when built with Emscripten 2.0.13 or later
Emre Aydin (1):
Fixed changing enabled classes resetting folding in manage editor features.
Eoin O'Neill (1):
Attempt to fix rich text label effects processing even when the node is invisible.
Eric (1):
Enable Camera2D smoothing on limit change
Eric M (1):
Added 'Select Current' option when user is prompted to select main scene after clicking play
Faymoon (1):
Let thread func have optional parameter
Gilles Roudiere (1):
Adds a pressed signal to ButtonGroup
Gromph (1):
UWP: Keep upstream names for capabilities preset settings to avoid mismatch
Hendrik Brucker (1):
Add elapsed time print statement to build system
Jason Knight (1):
Emit button_up signal after setting pressed to false.
Jean-Michel Bernard (1):
3.2 - Fix Tween.is_active() always true after stop() and then start()
JestemStefan (1):
Added signed_angle_to for Vector3
John Wigg (1):
Fix normals of PrismMesh
Jordan Schidlowsky (1):
make 2d constraint solving more deterministic by solving in push order
Koala (1):
Fix indent left line selection
Kongfa Waroros (1):
New icons for Gradient and GradientTexture resources
Leonardo Christino (1):
Make GraphNode handle children with EXPAND flag
Levi Lindsey (1):
Update File.store_var description to mention which properties of an object are included.
Lynx (1):
Fix not updating fonts when parent theme changes
Maganty Rushyendra (1):
Fix AudioServer Crash when bus count equals 0
Marcus Brummer (1):
Fixed build with SCRIPT_AES256_ENCRYPTION_KEY set
Marvin Ewald (1):
Allow warning-ignore in same line
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Collapse Resource Preview Properly
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Exporting: Android Debug Keystore Warnings
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Fix area calculation of Face3
Philip Whitfield (1):
fix url parsing with port numbers
Pitanov V.V (1):
Fix GridMap erase Octans
R. Alex Hofer (1):
Handle having no sinks in the PulseAudio driver.
Ranie Jade Ramiso (1):
Fix gdnative api generation for methods that return enums
RaphaelHunter (1):
Fix OpenSimplexNoise get_image() swap axes
Rhathe (1):
Enable setting of collision iterations in Physics2DServer
Ricard Rovira (1):
Use unused from in local vector find function.
Ricardo Maes (1):
Fix render target textures not allowing repeat flag
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Added documentation to some `add_*_plugin` methods
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Move duplicated code into a function
Silc 'Tokage' Renew (1):
fix unintentional object rotation by animation tree
Sonoracpp (1):
Disable GIProbe emission when disabled on a material
Sushi (1):
Fix: Selection Only in Find/Replace now preserves selection
TaskManagerCZ (1):
Explicit error message when setting active a Viewport that is already active.
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Windows error logs directed to stderr
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Add OpenSimplexNoise output change to changelog
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Fixes missing descriptions in search window of visualscript
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Add iOS Apple Pencil pressure
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Allow multiple editor instances to use different ports
amor (1):
Fixed inspector not updating anchor
asheraryam (1):
Create bindings for creating multiple-convex-collision static bodies from gdscript
azagaya (1):
Fix vertical slider grabber_area height calculation
besh81 (1):
Fixed bug in tab_container with hidden tabs
bowling-allie (1):
Fixes BlendSpace2D BLEND_MODE_DISCRETE_CARRY. When BlendSpace2D switches animations, it will now correctly calculate the previous animation position and length and apply is to the new animation.
daniel-mcclintock (1):
Fix out of sync separate distraction-free mode
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Check for valid DynamicFontData before duplicate
hilfazer (1):
Support for duplication of nested instanced scenes
llschuster (1):
text-editor: fix Clicking warning doesn't center around line
lupoDharkael (1):
Save resource: implement extension priority
megalobyte (1):
Fix previous search for built-in-docs
miere43 (1):
Replace backslash with forward slash in OS_Windows path methods
nobuyuki_nyuu (1):
Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ClassDB
phil-shenk (1):
added _change_notify in Control::set_scale to fix iss48936
skyace65 (1):
Improve SpriteFrames get_animation_loop description
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Add SkeletonIK function documentation
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allow input echo when changing ui focus
uuuuuup (1):
fix 3D scene not rendered on GLES3 HTML5 export
voxelv (1):
Avoid using a nullptr root in Tree._range_click_timeout().
I wonder if https://github.com/godotengine/godot/pull/42543 is related.
This isn't a bug, this is just how Gouraund shading looks on objects with specular reflections.
For example, take a look at this figure from the wikipedia page on Gouraund shading
https://en.wikipedia.org/wiki/Gouraud_shading#/media/File:Gouraud_low_anim.gif
https://github.com/godotengine/godot/pull/42543 indeed exposed this as previously, when force vertex shading was enabled all objects had a roughness of 1.0 and it could not be changed.
Fixed by #59715.
Godot version
v3.4.stable.official [206ba70f4]
System information
Android 9 GLSL2
Issue description
All the objects that have materials with specular value that is not 0 and directional light in the scene will have bright gouraud shading specular sparkles. Godot v3.3.3.stable.official [b973f997f] has no similar effect and looks correct. But boath 3.4 and 3.4.1 RC1 suffer from this issue
Steps to reproduce
Extract minimal reproduction project and open it in Godot 3.4 or 3.4.1 RC1. Export to android device
Minimal reproduction project
sparklesAndroid.zip