Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Update Vulkan loader to 1.1.127 | bruvzg | |
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde | |
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356. | |||
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 | Improve HiDPI handling, fix incorrect window viewport clipping. | bruvzg | |
2020-02-11 | Dynamic object support for GI Probes (a bit buggy still) | Juan Linietsky | |
2020-02-11 | More GIProbe work and fixes | Juan Linietsky | |
2020-02-11 | Better GIProbe quality settings. | Juan Linietsky | |
2020-02-11 | GIProbes working. | Juan Linietsky | |
2020-02-11 | Rewritten StreamTexture for better code reuse, added basis universal support | 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 | Several fixes to 3D rendering, and multimesh implementation. | 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 | SCons: Streamline Vulkan buildsystem + fixups | Rémi Verschelde | |
- Renamed option to `builtin_vulkan`, since that's the name of the library and if we were to add new components, we'd likely use that same option. - Merge `vulkan_loader/SCsub` in `vulkan/SCsub`. - Accordingly, don't use built-in Vulkan headers when not building against the built-in loader library. - Drop Vulkan registry which we don't appear to need currently. - Style and permission fixes. | |||
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 | Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move ↵ | Juan Linietsky | |
GLSLang out. | |||
2020-02-11 | Custom material support seems complete. | Juan Linietsky | |
2020-02-11 | Completed material/2D shader support (missing SCREEN_TEXTURE) | 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 | Bugfixes and ability to better specify filter and repeat modes everywhere. | Juan Linietsky | |
Removes antialiased flag for draw_* methods. | |||
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 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-11 | Modify RenderingDevice to use RIDs, now that they are O(1) | Juan Linietsky | |
2020-02-11 | Refactored RID/RID_Owner to always use O(1) allocation. | Juan Linietsky | |
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now. | |||
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/) | |||
2020-02-10 | Merge pull request #35301 from Calinou/improve-console-error-logging | Rémi Verschelde | |
Improve the console error logging appearance | |||
2020-02-07 | Merge pull request #35142 from clayjohn/GLES2-add-3d-textures | Rémi Verschelde | |
Add support for 3D textures to GLES2 | |||
2020-02-05 | Remove duplicate WARN_PRINT macro. | Marcel Admiraal | |
2020-02-05 | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | |
2020-01-31 | Add support for 3D textures to GLES2 | clayjohn | |
2020-01-31 | Fix shader crash if using multiple underscores in identifier names | Yuri Roubinsky | |
2020-01-25 | Add project setting for max irradiance size | clayjohn | |
2020-01-24 | Fix Softbody always spawns from world center [gles2] | Eric Rybicki | |
Fixes #35373 | |||
2020-01-23 | Fix recently introduced crash in viewport size | clayjohn | |
2020-01-23 | Make `OS.execute()` blocking by default if not specified | Hugo Locurcio | |
This makes `OS.execute()` calls quicker to set up when calling programs in a blocking fashion. |