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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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This also prevents crashes when resizing a VoxelGI's extents to 0
on any axis.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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The order now goes from least to most computationally expensive:
- Disabled
- Static
- Dynamic
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
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