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path: root/scene/3d/voxel_gi.h
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2023-01-31Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl
GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-09-19Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
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.
2022-07-31Tweak VoxelGI defaults for better qualityHugo Locurcio
Overall brightness is similar to the previous settings, but lighting now fades off more naturally and reflections feature indirect lighting. Performance is identical. - Enable Use Two Bounces by default. - Decrease Propagation to 0.5 to compensate for the second bounce.
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-01-04Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-rangeRémi Verschelde
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-08Decrease the default dynamic range in VoxelGIData to 2.0Hugo Locurcio
This reduces visible banding in indirect lighting and reflections. Sharp reflections now match more closely the original scene. The downside of this change is that clipping may appear in reflections in extremely bright scenes, but this should not be a concern in most scenes.
2021-08-13Fix some unnecessary includesAaron Franke
2021-07-01Clean up RenderingServer and its bindingsreduz
* Rewrote bindings for RenderingServer. * They are now all up to date. * Several unused methods and deprecated features were cleaned up.
2021-06-05Rename GI Classesreduz
* 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.