Age | Commit message (Expand) | Author |
2020-02-12 | doc: Sync classref with current source | Rémi Verschelde |
2020-02-11 | Rewrote large part of rendering, omni and spot shadows now work. | Juan Linietsky |
2020-02-11 | Refactored RID/RID_Owner to always use O(1) allocation. | Juan Linietsky |
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde |
2019-11-19 | Fix issues with environment mapping | clayjohn |
2019-10-11 | only render depth with alpha prepass on prepass | clayjohn |
2019-08-08 | Merge pull request #30714 from Calinou/invert-default-fog-height | Rémi Verschelde |
2019-08-07 | Invert and adjust the default fog height values | Hugo Locurcio |
2019-07-28 | add project setting for max lights and reflections in gles3 | clayjohn |
2019-06-15 | Adding a new Camera Server implementation to Godot. | BastiaanOlij |
2019-03-26 | Fixed handling of depth texture so it's resolved and bound when needed | Daniel Rakos |
2019-03-11 | Undo #25557 (was not right anyway), fixes #26258 | Juan Linietsky |
2019-02-21 | Many fixes regarding depth buffer clearing, closes #25994, closes #25975 | Juan Linietsky |
2019-02-01 | Allow usage of depth texture when contact shadows are disabled | KaadmY |
2019-01-19 | Fix #19633 by proper store to &ubo_data.shadow_matrix[1234]. | marxin |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde |
2018-12-15 | Adding option to re-orient our sky | Bastiaan Olij |
2018-12-11 | Moved member variables to initializer list | Wilson E. Alvarez |
2018-11-28 | Added luminance capping to avoid glitches on small dots. closes #17996 | Juan Linietsky |
2018-11-13 | Add parameter for fog max depth and use alpha as density. | Dominique LaSalle |
2018-10-07 | Baker fixes | Juan Linietsky |
2018-09-12 | Removed unused function RasterizerSceneGLES3::_copy_to_front_buffer | Wilson E. Alvarez |
2018-07-22 | transmission was broken, fix was made. Also fixed treshold. | Juan Linietsky |
2018-07-22 | Fix opaque pre pass not casting shadows | Juan Linietsky |
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky |
2018-03-13 | Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and Rasterizer... | Wilson E. Alvarez |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde |
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde |
2017-12-14 | -Add lightmapper | Juan Linietsky |
2017-12-07 | Style: Apply clang-format again on all files | Rémi Verschelde |
2017-12-01 | small fix so shadows dont need to use a separate material for world vertex co... | Juan Linietsky |
2017-12-01 | Properly take into consideration that VERTEX must be written to in opaque pre... | Juan Linietsky |
2017-10-30 | Merge pull request #12288 from tagcup/expose_viewport_size | Juan Linietsky |
2017-10-26 | Expose VIEWPORT_SIZE in shader language. | Ferenc Arn |
2017-10-22 | Many fixes to SSAO, should be good now. | Juan Linietsky |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ... | Juan Linietsky |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky |
2017-09-14 | Renamed function arguments to keep them consistent between declaration and im... | Wilson E. Alvarez |
2017-09-04 | Fix opaque pre pass, closes #10472 | Juan Linietsky |
2017-09-01 | Merge pull request #10846 from hpvb/fix-sign-compare | Rémi Verschelde |
2017-09-01 | Fix some argument ordering, closes #10010 | Juan Linietsky |
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes #99... | Juan Linietsky |
2017-09-01 | Fix signed and unsigned comparisons | Hein-Pieter van Braam |
2017-08-29 | Changed bools to uint32_t as this may be a compiler bug.. | Juan Linietsky |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-21 | Several fixes to subsurface scattering. Closes #9530 | Juan Linietsky |
2017-08-19 | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg |
2017-08-11 | Some fixes for shaders and WebGL2 | Fabio Alessandrelli |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky |