Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-11-23 | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm | |
2021-08-29 | Add source rectangle to blit | Bastiaan Olij | |
2021-08-09 | Use doubles for time in many other places | Aaron Franke | |
2021-07-03 | Fix Render Info | reduz | |
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too. | |||
2021-06-13 | Add stereoscopic rendering through multiview | Bastiaan Olij | |
2021-05-12 | Implementing blit shader with versions | Bastiaan Olij | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-04 | RenderingServer reorganization | reduz | |