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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
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`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
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These methods weren't exposed to the scripting API.
Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
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Split FOG
Split visibility notifier
Final cleanup of storage classes
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Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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This method can be used to get the graphics API version currently in
use (such as Vulkan). It can be used by projects for troubleshooting
or statistical purposes.
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3 options are available:
- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)
Co-authored by: clayjohn <claynjohn@gmail.com>
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Split canvas_texture_storage and texture_storage from render_storage class
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