Commit graph

3502 commits

Author SHA1 Message Date
N8n5h
57660631b5 Log errors and show them in the blender UI 2021-03-19 11:39:06 -03:00
N8n5h
d4463a3611 Catch tangent n-gon error to properly show it to the user
Instead of just letting it crash whenever the users hits play.
2021-03-19 10:22:01 -03:00
N8n5h
a778460d28 Expose the exported rigid body type to the UI to make rb less confusing 2021-03-18 22:52:08 -03:00
QuantumCoderQC
255921b9ee
Make description of logic node more precise
The OnVolumeTrigger node does not required a RigidBody.
2021-03-18 21:34:59 +01:00
Lubos Lenco
4b593af4ee
Merge pull request #2129 from knowledgenude/master
Fix clamp node
2021-03-18 11:49:15 +01:00
N8n5h
ca2c3e151a Modified UI for collision filter props_collision_filter_mask
* Moved to collision filter mask panel under armory props to keep UI
more tidy.
* Moved the `arm_rb_collision_filter_mask` property out of the
props_collision_filter_mask to be with the rest of the properties.
* Changed name and description of collision filter mask to be more
consistent with the existing rigid body UI.
2021-03-17 20:28:26 -03:00
knowledgenude
1ad1d564bd
Fix clamp node 2021-03-16 18:27:42 -03:00
Lubos Lenco
7d78e01bb4
Merge pull request #2128 from N8n5h/light-fix-2
Fix shadows not working when there are lights present with cast_shadow=false
2021-03-16 08:28:19 +01:00
Lubos Lenco
95af8f2f77
Merge pull request #2127 from N8n5h/light-fix-mobile
Fix shadow rendering for point and spot lights for deferred and forward mobile
2021-03-16 08:24:49 +01:00
Lubos Lenco
71a5ac6f6e
Merge pull request #2126 from MoritzBrueckner/trait-props
Make `@prop` recognition more robust
2021-03-15 13:45:02 +01:00
N8n5h
c7211542b4 Make pointLightData work with lights with cast_shadow=false 2021-03-14 23:21:02 -03:00
N8n5h
7463de6140 Add cast_shadow to lightArray data
This was done to undo the hardcoded nature of "receiveShadows", which
doesn't play nice when you have multiple lights of the same type and
one or several have cast_shadow set to false.

By simply "passing" the cast_shadow parameter within the lightArray it
was possible to detect lights that don't cast shadows before actually
wasting gpu cycles to render shadows with garbage data.

Support for deferred desktop and mobile, and forward was added.
2021-03-14 23:20:57 -03:00
N8n5h
efcef7dd25 Fix shadow rendering for deferred and forward mobile 2021-03-14 22:04:47 -03:00
Lubos Lenco
26c29fe15e
Merge pull request #2125 from N8n5h/light-fix-2
Fix light visual artifact when close to the camera
2021-03-14 16:44:43 +01:00
Moritz Brückner
b7fef30b70 Further improve handling of final trait props 2021-03-14 15:50:27 +01:00
Moritz Brückner
4ad68304e5 Improve @prop warning messages 2021-03-13 21:22:42 +01:00
Moritz Brückner
7d9c6ce7c7 Make @prop recognition much more robust 2021-03-13 21:12:12 +01:00
N8n5h
404a1248a1 Make clusterNear be the same as in LightObject 2021-03-13 13:30:25 -03:00
N8n5h
8e972f75fd Fix light visual artifact when close to the camera
This fixes a current problem with lights that occurs when getting too
close to the camera. The issue is related to the clustering algorithm
and cluster near.

Cluster near explanation:

Because of the logarithmic nature of how the Z slice is calculated,
clusters slices get "burned" too quickly at the start of the frustum,
which is not ideal. To aid this, and offset is applied to the start of
the cluster frustum, and that is clusterNear.

Cluster near solves that problem but creates another one: There is a gap
between the near plane and the cluster near offset that gets completely
ignored when calculating. And this results in the visual artifact of
slices not being affected by light whatsoever.

The proposed solution is make the gap resolve to the first slice of Z
clusters.
2021-03-13 13:30:19 -03:00
Lubos Lenco
b1a412cfc7
Merge pull request #2124 from Naxela/master
Fix for material NoneType and fix for Blender exit error
2021-03-11 14:03:49 +01:00
Alexander Kleemann
e5d6c47e3e Fix Blender exit error (Keymap winman hangs) 2021-03-10 20:49:51 +01:00
Alexander Kleemann
4009d9d3fe Fix for an error with NoneType materials
Solves an error where an unallocated material slot caused a bug
2021-03-10 20:48:46 +01:00
Lubos Lenco
7c56ee9304
Merge pull request #2122 from N8n5h/light-fix
Fix forward+single atlas failing to compile with just 1 light
2021-03-03 08:26:38 +01:00
Lubos Lenco
70c46407c3
Merge pull request #2120 from N8n5h/light-fix-2
Fix shadow artifacts for HTML5 with shadow map atlas
2021-03-03 08:24:04 +01:00
N8n5h
72dde10fb0 Fix forward+single atlas failing to compile with just 1 light
This should fix an issue where the uniform for shadowMapAtlas used with the single atlas option was not added when having just 1 light.
2021-03-02 20:20:31 -03:00
N8n5h
cf99e5a382 Fixed point lights breaking for Krom Windows with shadow map atlas
https://github.com/armory3d/armory/issues/2110#issuecomment-787913813
2021-03-01 18:39:32 -03:00
N8n5h
5f8b92f9c3 Applied flip workaround for point light too for html5 and atlas
The same concept for spot lights was applied for point lights;
the difference is that because point lights require to do the projection in the shader, the first inversion was applied in sampleCube() when returning the uv coordinates.
"_FlipY" was added to replace "_InvY" in "PCFFakeCube()" because the inversion is only necessary for shaders and not anything else, otherwise it would break rendering of other parts.
2021-03-01 18:39:32 -03:00
N8n5h
c07de1cc25 Remove the inversion in shader of spot light uv for atlas
With the change in iron, there is no longer a need to do this in the shader.
2021-03-01 18:39:32 -03:00
luboslenco
4dbf8a3b2a Bump version 2021-03-01 09:07:33 +01:00
Lubos Lenco
4ea5156f1e
Merge pull request #2116 from tong/debug-param
Write debug param by default
2021-02-27 09:31:08 +01:00
tong
3e15ed9b5c Write debug param by default 2021-02-25 14:06:31 +01:00
Lubos Lenco
91a10bea5c
Merge pull request #2115 from tong/update-custom-icons
Update custom trait icons
2021-02-25 08:11:45 +01:00
Lubos Lenco
31f1b58c07
Merge pull request #2114 from Naxela/master
Blending fix + ignore irradiance per material
2021-02-23 11:14:11 +01:00
tong
dbee605e3f Downscale icons to 32px 2021-02-22 18:05:28 +01:00
tong
d20656339b Update custom icons 2021-02-22 15:50:19 +01:00
Lubos Lenco
e7ca541b51
Merge pull request #2113 from MoritzBrueckner/fix-1689
Fix drawing of bool properties in UI (#1689)
2021-02-22 09:47:51 +01:00
Lubos Lenco
f99ff0576d
Merge pull request #2111 from tong/console-improvements
Console improvements
2021-02-21 10:24:41 +01:00
Alexander Kleemann
aec10274f4 Add option to ignore irradiance for baked environments 2021-02-20 15:30:18 +01:00
Alexander Kleemann
f1858550d0 Blending fix
Fix for https://github.com/armory3d/armory/issues/1615
2021-02-20 13:51:25 +01:00
tong
352f37db0c More f string 2021-02-20 09:53:48 +01:00
tong
a1fce84f59 Use f string to format console messages 2021-02-20 09:36:42 +01:00
Lubos Lenco
a25c5a744b
Merge pull request #2112 from SunDaw/pick-rb-node-mask
Add mask option to pick RB node and physicsworld
2021-02-20 09:05:03 +01:00
Moritz Brückner
98481929df Fix drawing of bool properties in UI (#1689) 2021-02-19 20:59:54 +01:00
SunDaw
c5855ad96f Add mask option to pick RB node and physicsworld 2021-02-19 19:42:18 +01:00
tong
0abb43f249 Revert terminal color change 2021-02-19 17:25:42 +01:00
tong
d93de12252 Print human readable time 2021-02-19 17:04:18 +01:00
tong
325f7471c0 Fix printing build flags 2021-02-19 17:01:09 +01:00
tong
b7c4a8bb3f Improve console build messages 2021-02-19 16:57:12 +01:00
tong
d4ee144577 Improve console warning 2021-02-19 16:53:01 +01:00
tong
8bc831d7e2 Show scene name in missing camera warning 2021-02-19 16:50:29 +01:00