Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-07-21 | Fix spelling & grammar in comments, docs, and messages | Andy Maloney | |
2020-06-26 | Addition of SDFGI for open world global illumination | Juan Linietsky | |
Move GI to a deferred pass | |||
2020-06-03 | Vulkan: Initialize struct members on declaration | Rémi Verschelde | |
Supersedes and closes #38945. | |||
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde | |
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027. | |||
2020-05-10 | New lightmapper | Juan Linietsky | |
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D) | |||
2020-04-21 | Add proper type to most public API uses of Array | Juan Linietsky | |
2020-04-20 | Exposed RenderingDevice to script API | Juan Linietsky | |
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR. | |||
2020-04-18 | Ability to create local RenderingDevice instances. | Juan Linietsky | |
2020-04-12 | Implement MSAA | Juan Linietsky | |
2020-04-11 | Moved most of the effect code to compute. | Juan Linietsky | |
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan | |||
2020-04-09 | Merge pull request #36919 from nekomatata/android-vulkan-rendering | Rémi Verschelde | |
Vulkan rendering support on Android | |||
2020-04-08 | Display Server support | PouleyKetchoupp | |
2020-04-06 | Vulkan: Use VK_NULL_HANDLE for handles, fixes 32-bit builds | Rémi Verschelde | |
Some Vulkan types are defined as "non dispatchable handles" and use a different typedef on 32-bit and 64-bit systems (struct pointer on 64-bit, `uint64_t` otherwise). https://github.com/KhronosGroup/Vulkan-Headers/blob/0e78ffd1dcfc3e9f14a966b9660dbc59bd967c5c/include/vulkan/vulkan_core.h#L59-L65 Contrarily to `NULL`, `nullptr` can't be converted to `uint64_t` so build was now failing on 32-bit after converting the codebase from using `NULL` to `nullptr`. Fixes #37620. | |||
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-27 | Renaming of servers for coherency. | Juan Linietsky | |
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files. | |||
2020-03-26 | Added a Window node, and made it the scene root. | Juan Linietsky | |
Still a lot of work to do. | |||
2020-03-17 | Style: Set clang-format Standard to Cpp11 | Rémi Verschelde | |
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`. | |||
2020-02-19 | rendering_vulkan: VertexDescriptionKey equal comparator was checking only ↵ | Mateo Dev .59 | |
the first element of his vector of VertexDescription | |||
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-11 | Vulkan: Move thirdparty code out of drivers, style fixes | Rémi Verschelde | |
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator | |||
2020-02-11 | Several fixes to GIProbes | Juan Linietsky | |
2020-02-11 | Use a different strategy to get textures from GPU (via buffers), for more ↵ | Juan Linietsky | |
compatibility. | |||
2020-02-11 | More GIProbe work and fixes | Juan Linietsky | |
2020-02-11 | GIProbes working. | Juan Linietsky | |
2020-02-11 | Untested support for compute shaders | Juan Linietsky | |
2020-02-11 | Visual GPU profiler and related profiling support in Vulkan. | Juan Linietsky | |
2020-02-11 | Rewrote large part of rendering, omni and spot shadows now work. | Juan Linietsky | |
2020-02-11 | Environment sky more or less working. | Juan Linietsky | |
2020-02-11 | Yay very basic 3D (only white) finally shows. | Juan Linietsky | |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky | |
2020-02-11 | Merge pull request #29993 from bruvzg/vulkan | Rémi Verschelde | |
Initial Vulkan support for macOS (MoltenVK) and Windows | |||
2020-02-11 | Add runtime GLES2 / Vulkan context selection. | bruvzg | |
2020-02-11 | Add static Vulkan loader. | bruvzg | |
Initial Vulkan support for Windows. Initial Vulkan support for macOS. | |||
2020-02-11 | Moved the shader source compilation code outside RenderingDevice and Vulkan | Juan Linietsky | |
2020-02-11 | Added a spinlock template as well as a thread work pool class. | Juan Linietsky | |
Also, optimized shader compilation to happen on threads. | |||
2020-02-11 | Custom material support seems complete. | Juan Linietsky | |
2020-02-11 | Modified light rendering to make it more compatible. | Juan Linietsky | |
Modified polygon management to make it more compatible with MoltenVK | |||
2020-02-11 | Normalmapping and Specularmapping working in 2D engine | Juan Linietsky | |
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually). | |||
2020-02-11 | Added ability to retrieve back textures stored on GPU | Juan Linietsky | |
2020-02-11 | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | |
Still a lot to do | |||
2020-02-11 | Basic 2D engine is more or less working, needs more work for editor to be ↵ | Juan Linietsky | |
usable. | |||
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Changed my mind on Vulkan image API, images should now include mipmaps | Juan Linietsky | |
This should make it easier to obtain the data directly from an Image | |||
2020-02-11 | Modify RenderingDevice to use RIDs, now that they are O(1) | Juan Linietsky | |
2020-02-11 | Added support for push constants | Juan Linietsky | |
2020-02-11 | Improved validation of attachments | Juan Linietsky | |
2020-02-11 | Initial work on Vulkan: | Juan Linietsky | |
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/) |