Age | Commit message (Expand) | Author |
2017-12-26 | Merge pull request #14796 from AlmightyScientist/issue-14552 | Juan Linietsky |
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky |
2017-12-21 | Change skeleton processing to work on global coordinates, should help fix man... | Juan Linietsky |
2017-12-19 | Fix pixel snap not being used in 3.0 | Guilherme Silva |
2017-12-18 | Shader Language: Fix Vertex Lighting artifacts. | Enzo Nocera |
2017-12-14 | -Add lightmapper | Juan Linietsky |
2017-12-10 | Fix usage of signed type in skeleton shader | Rémi Verschelde |
2017-12-09 | Merge pull request #13424 from MillionOstrich/particles-pause-fix | Rémi Verschelde |
2017-12-08 | After a lot of trial and error, i think rim lighting implementation is now pe... | Juan Linietsky |
2017-12-07 | Added small bit of bias depending on lenght for contact shadows, fixes #12726 | Juan Linietsky |
2017-12-06 | Fixed rim lighting glitch, closes #13340, closes #13986 | Juan Linietsky |
2017-12-03 | Disable invariant gl_Position to workaround Mesa bug 100316 | Rémi Verschelde |
2017-12-01 | Properly take into consideration that VERTEX must be written to in opaque pre... | Juan Linietsky |
2017-11-30 | Stop particles resetting on pause. | MillionOstrich |
2017-11-26 | Merge pull request #13290 from Chaosus/projectionfix | Rémi Verschelde |
2017-11-26 | Fixed invalid transform when skip_vertex_transform used | Chaosus |
2017-11-27 | Fix shader compilation fail on Android | volzhs |
2017-11-25 | -Fixed height fog (was broken) | Juan Linietsky |
2017-11-12 | remove half_texpixel in canvas since no longer used | Juan Linietsky |
2017-11-11 | Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ... | Nathan Warden |
2017-10-30 | Add viewport to the other SceneData struct. | Ferenc Arn |
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 |
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde |
2017-10-22 | Partially undo #11807. | Ferenc Arn |
2017-10-22 | Many fixes to SSAO, should be good now. | Juan Linietsky |
2017-10-22 | Merge pull request #12297 from tagcup/clearcoat_fix | Rémi Verschelde |
2017-10-21 | Don't add clearcoat BRDF to specular light as-is. | Ferenc Arn |
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn |
2017-10-21 | Corrections to #11807. | Ferenc Arn |
2017-10-21 | Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases | Juan Linietsky |
2017-10-14 | Fix render mode specular schlick ggx | Hiroshi Ogawa |
2017-10-12 | Merge pull request #12048 from hi-ogawa/fix-viewport-vflip | Rémi Verschelde |
2017-10-12 | Fix viewport vflip | Hiroshi Ogawa |
2017-10-11 | Fix the condition when specular light calculation is avoided (should be rough... | Ferenc Arn |
2017-10-11 | Merge pull request #11966 from BastiaanOlij/stereo_sky | Rémi Verschelde |
2017-10-11 | Merge pull request #11818 from tagcup/anisotropic_ggx | Rémi Verschelde |
2017-10-10 | Fix issues when rendering panoramic sky in stereoscopic | Bastiaan Olij |
2017-10-09 | Fix anisotropic GGX D function, and introduce and use anistropic GGX G function. | Ferenc Arn |
2017-10-04 | Fix type error in subsurface scattering shader code | Hiroshi Ogawa |
2017-10-03 | Various clean ups and cosmetic changes in scene.glsl. | Ferenc Arn |
2017-10-02 | Merge pull request #11700 from tagcup/clearcoat_fix | Andreas Haas |
2017-10-02 | missing PI division on vertex shader | Juan Linietsky |
2017-10-01 | Slight proposed fixes to PBR. | Juan Linietsky |
2017-10-01 | Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ... | Juan Linietsky |
2017-10-01 | Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibi... | Juan Linietsky |
2017-10-01 | Merge pull request #11694 from tagcup/lambert_normalization | Juan Linietsky |
2017-10-01 | Add missing N.L factor to Burley's contribution to radiance. | Ferenc Arn |
2017-09-30 | Fix environmental BRDF. | Ferenc Arn |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ... | Juan Linietsky |