Age | Commit message (Collapse) | Author |
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High attenuation values will negatively impact performance for 2 reasons:
- The light won't be culled as often.
- The light will cover more pixels, which have to be shaded individually.
Therefore, lower attenuation values (with a lower range to compensate)
should be preferred whenever possible.
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Clean preview node of all nodes which are not derived from VisualInstances
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Decrease the default dynamic range in VoxelGIData to 2.0
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[4.x] add more OpenGL attributes
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Fix OGG Vorbis playback with more than one channel
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Add `RenderingServer.get_video_adapter_type()` method
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Fix http limitation for large "content-length"
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Use 16-bit depth to improve dynamic VoxelGI performance
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Calinou/geometryinstance3d-lod-fade-node-configuration-warning
Emit node configuration warnings for GeometryInstance3D distance fade
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Fix get_v_scroll() desctiption in ItemList
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Document the expected format of anisotropy flowmaps in BaseMaterial3D
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Improve `lerp()`, `lerp_angle()` and `inverse_lerp()` documentation
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Remove unused struct fields in VoxelGIData
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Remove unused code in GI shaders
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This clarifies that `lerp()` can be used both for interpolation
and extrapolation.
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Improve mouse input event class reference
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Fixed an invalidation of sets and out of range for an alignment
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Fix tablet tilt values returning bad values
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Happy new year to the wonderful Godot community!
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Calinou/3d-editor-freelook-sensitivity-scale-with-zoom
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Make the theme editor correctly stop updating after it was hidden
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Fix Android Studio builds
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Add a shader warning when the uniform buffer limit is exceeded
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