Files
godot-interactive-changelog/data/godotengine.godot.4.4.1.json
2025-03-26 14:38:48 +01:00

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362 KiB
JSON

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"summary": "Fix gles3 gaussian_blur mipmap setup.",
"body": "Extend max level to include i for writing and so fb is complete and avoid resulting errors like:\n\"Framebuffer is incomplete: Attachment level is not in the [base level, max level] range\".\n\n(cherry picked from commit e9bbe6fc784658f1e7116cb44f3f70e16aae09fd)",
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"summary": "Fix gles3 gaussian_blur mipmap setup.",
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"summary": "Fix uninitialized value in Tonemap",
"body": "And anything that uses luminance.\n\nThe class Luminance in luminance.cpp is in charge of averaging the\nluminance of all pixels.\nIt performs multiple passes until it reaches a 1x1 texture containing\nthe total average. This is standard luminance averaging on GPU.\n\nThen the \"result\" of this frame and the \"prev_frame_result\" are averaged\ntogether at a certain speed to mimic eye adaptation.\n\nThen this avarege becomes the \"source\" for the next frame. This is done\nhere:\n\n```cpp\nSWAP(p_luminance_buffers->current,\np_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() -\n1]);\n```\n\nSo far pretty normal stuff.\n\n**The problem is: prev_frame_result IS UNINITIALIZED**. Therefore it's\npossible for prev_frame_result to contain garbage values like -5+e15\nwhich causes the screen to stay black for a minute until eye adaptation\ncatches up.\n\nWindows will always force allocations to be reset to 0, but Linux does\nnot do that.\nHowever Windows just delays the bug; because it's possible for VMA to\nreuse a block.\n\nYou can repro this bug by downloading Bistro, creating a camera,\nselecting a default scene; and then launching Bistro.\n\nEverything will work fine.\nUntil you decide to resize the window. It takes a few tries on Godot,\nbut eventually the screen becomes black.\n\nIf you wait around a minute, the screen will \"unblack\" itself back to\nnormal.\n\nEven if it's not stuck in black after resize, you may notice that every\nresize is inconsistent in how the eye adaptation catches up (i.e.\nsometimes it flashes to white, sometimes it does not).\n\nIf you can't repro the bug, you need to try harder by doing arbitrary\nresizes until it triggers.\nAlso, I advise to try this on Linux; since Windows' sanitization of\nmemory gets in the way.\n\nThere's probably multiple tickets already filled around issues that were\nrooted in luminance calculations starting from uninitialized memory.\n\nThis PR sets a default value of 0, which causes the screen to always\nflash white after resize. Setting a different value like 0.1 makes the\nflash effect weaker. Setting it to a high value like 5.0 makes the\nscreen flash from dark instead.\n\nThis bug can be backported to 4.3. I don't know if it can be backported\nto earlier; as the render graph makes sure the texture_clear() calls\ngets issued in the right place; whereas in <= 4.2 it might be\nproblematic depending on when Luminance::LuminanceBuffers::configure is\nbeing called.\n\n(cherry picked from commit 8888f9e649a37d00b65996cbe8a56e42bee6647c)",
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"body": "And anything that uses luminance.\n\nThe class Luminance in luminance.cpp is in charge of averaging the\nluminance of all pixels.\nIt performs multiple passes until it reaches a 1x1 texture containing\nthe total average. This is standard luminance averaging on GPU.\n\nThen the \"result\" of this frame and the \"prev_frame_result\" are averaged\ntogether at a certain speed to mimic eye adaptation.\n\nThen this avarege becomes the \"source\" for the next frame. This is done\nhere:\n\n```cpp\nSWAP(p_luminance_buffers->current,\np_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() -\n1]);\n```\n\nSo far pretty normal stuff.\n\n**The problem is: prev_frame_result IS UNINITIALIZED**. Therefore it's\npossible for prev_frame_result to contain garbage values like -5+e15\nwhich causes the screen to stay black for a minute until eye adaptation\ncatches up.\n\nWindows will always force allocations to be reset to 0, but Linux does\nnot do that.\nHowever Windows just delays the bug; because it's possible for VMA to\nreuse a block.\n\nYou can repro this bug by downloading Bistro, creating a camera,\nselecting a default scene; and then launching Bistro.\n\nEverything will work fine.\nUntil you decide to resize the window. It takes a few tries on Godot,\nbut eventually the screen becomes black.\n\nIf you wait around a minute, the screen will \"unblack\" itself back to\nnormal.\n\nEven if it's not stuck in black after resize, you may notice that every\nresize is inconsistent in how the eye adaptation catches up (i.e.\nsometimes it flashes to white, sometimes it does not).\n\nIf you can't repro the bug, you need to try harder by doing arbitrary\nresizes until it triggers.\nAlso, I advise to try this on Linux; since Windows' sanitization of\nmemory gets in the way.\n\nThere's probably multiple tickets already filled around issues that were\nrooted in luminance calculations starting from uninitialized memory.\n\nThis PR sets a default value of 0, which causes the screen to always\nflash white after resize. Setting a different value like 0.1 makes the\nflash effect weaker. Setting it to a high value like 5.0 makes the\nscreen flash from dark instead.\n\nThis bug can be backported to 4.3. I don't know if it can be backported\nto earlier; as the render graph makes sure the texture_clear() calls\ngets issued in the right place; whereas in <= 4.2 it might be\nproblematic depending on when Luminance::LuminanceBuffers::configure is\nbeing called.",
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"author_raw": "Orange Anvil Games <orange.anvil.games@gmail.com>",
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"summary": "Add ASTC HDR format variants",
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"summary": "Fix 2D instance params crashing using outside of main()",
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"summary": "Fix incorrect parameters passed to VMA",
"body": "If the allocation is small enough that it enters the\n\nif (p_size <= SMALL_ALLOCATION_MAX_SIZE) {} block, Godot would call\nvmaFindMemoryTypeIndexForBufferInfo with the wrong parameters.\n\nThis can cause vmaFindMemoryTypeIndexForBufferInfo to potentially\nmisbehave on some cards or drivers.\n\nFixes regression introduced in #102830\nMight potentially reopen #101850 (I doubt it, but it's possible)\n\nMust be backported to 4.4\n\n(cherry picked from commit c543c5615cf2ececbfc60c49e22f74b59851312d)",
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"summary": "Update script modified times when saved in EditorNode",
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