Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-11-18 | RenderDummy::TextureStorage::texture_replace add missing null check | dzil123 | |
2022-11-17 | RendererDummy fix buffer overflow due to mesh_get_surface | dzil123 | |
2022-11-14 | Add GPUParticles to the OpenGL3 renderer. | clayjohn | |
This includes collision (2D SDF, Box, Sphere, Heightmap), attraction (Box, Sphere), and all sorting modes. This does not include 3D SDF collisions, trails, or manual emission. | |||
2022-11-11 | Merge pull request #68186 from pkdawson/expose-texture-rd | Rémi Verschelde | |
Expose texture_get_rd_texture for scripts | |||
2022-11-07 | Surface AABBs are now set for mesh surfaces even in headless mode. Sponsored ↵ | Gábor Pál Korom | |
by Migeran (https://migeran.com). | |||
2022-11-03 | Collapse three seperate texture storage methods into ↵ | David Snopek | |
render_target_set_override() | |||
2022-11-03 | Expose texture_get_rd_texture | Patrick Dawson | |
2022-10-28 | Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances | Yuri Rubinsky | |
2022-10-27 | Merge pull request #64710 from MinusKube/window-size-crash | Clay John | |
Prevent windows from having a size greater than device limit | |||
2022-10-09 | Fix incorrect setup of boolean uniform instances | Yuri Rubinsky | |
2022-10-05 | Adding getters to RenderTarget and implementing override functionality for XR | Bastiaan Olij | |
2022-10-04 | Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵ | Bastiaan Olij | |
light and probe elements into storage and reorganise our render_scene method. | |||
2022-09-07 | Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with ↵ | Haoyu Qiu | |
headless Godot | |||
2022-09-05 | Fix crash when executing `CSGMesh3D.set_mesh` with headless Godot | Haoyu Qiu | |
2022-09-04 | Prevent windows from having a size greater than device limit | MinusKube | |
2022-09-02 | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | |
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
2022-08-31 | Implement 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. | |||
2022-08-31 | Remove unnecessary `print_line` in RendererDummy | Haoyu Qiu | |
2022-08-30 | Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation | Rémi Verschelde | |
2022-08-30 | Dummy mesh support was added to the dummy renderer but incomplete. This ↵ | Bastiaan Olij | |
completes it | |||
2022-08-13 | Implement MSAA for 2D [Vulkan only] | Hendrik Brucker | |
2022-08-04 | Rename shader parameter uniform setter/getter methods for consistency | Hugo Locurcio | |
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them. | |||
2022-08-01 | fix for headless collision shape generation | Jakub Grzesik | |
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode implementation was inspired by rasterizer_dummy.h from Godot3 | |||
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-07-25 | Code quality: Fix header guards consistency | Rémi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-22 | Clean up Shader Preprocessor | reduz | |
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include. | |||
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-06-28 | Split dependency logic | Bastiaan Olij | |
Split FOG Split visibility notifier Final cleanup of storage classes | |||
2022-05-24 | Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer | clayjohn | |
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code | |||
2022-04-17 | Moved particles into ParticlesStorage | Bastiaan Olij | |
2022-04-17 | Move light, reflection probe and lightmap into LightStorage | Bastiaan Olij | |
2022-04-17 | Merge canvas and decal into TextureStorage and add render target | Bastiaan Olij | |
2022-04-02 | Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage | Bastiaan Olij | |
2022-03-31 | Extract global variable, shader and material storage | Bastiaan Olij | |
2022-03-21 | Extract Decal and Decal atlas from Storage class | Bastiaan Olij | |
2022-03-16 | Split dummy renderer classes into separate files | Bastiaan Olij | |
Split canvas_texture_storage and texture_storage from render_storage class |