Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-11-22 | Expose `BarrierMask` as flags enum in `RenderingDevice` | Yuri Rubinsky | |
2022-11-18 | Merge pull request #68710 from BastiaanOlij/fix_vrs | Rémi Verschelde | |
Fix VRS issues | |||
2022-11-17 | Finish implementing Canvas Background mode | clayjohn | |
2022-11-17 | Fix VRS issues | Bastiaan Olij | |
2022-11-15 | Merge pull request #68487 from clayjohn/RD-mobile-raster | Rémi Verschelde | |
Use raster versions of copy effects for 2D operations when using the mobile renderer | |||
2022-11-14 | Remove redundant Variant-types initializations | Markus Sauermann | |
2022-11-10 | Enable mipmaps in cubemap roughness shader | clayjohn | |
2022-11-10 | Use raster versions of copy effects for 2D operations when using the mobile ↵ | clayjohn | |
renderer This PR implements a few basic copy operations in raster that weren't available before | |||
2022-10-14 | Implement multiple clip_children modes for CanvasItems | clayjohn | |
2022-10-06 | Merge pull request #66756 from BastiaanOlij/fix_ssr | Rémi Verschelde | |
Fixing artifacts in SSR | |||
2022-10-04 | Rename Projection `matrix` to `columns` | Aaron Franke | |
2022-10-04 | Fixing artifacts in SSR | Bastiaan Olij | |
2022-10-04 | Moving SSEffects settings into class | 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. | |||
2022-09-13 | Fix uniform buffer being created every frame is SSAO and SSIL half_size is ↵ | Bastiaan Olij | |
different | |||
2022-09-09 | Properly scale SSR reflection based on metallic value for dielectric materials | clayjohn | |
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
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. | |||
2022-08-26 | Rename `str2var` to `str_to_var` and similar | Micky | |
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict` | |||
2022-08-01 | Changed storage structs to private | Bastiaan Olij | |
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. | |||
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. | |||
2022-07-22 | Merge pull request #62478 from BastiaanOlij/split_effects_20220628 | Rémi Verschelde | |
2022-07-21 | Fix various typos not caught by codespell | luz paz | |
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600 | |||
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
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 | |||
2022-06-26 | Fix typo in roughness shaders | Bastiaan Olij | |
2022-06-24 | Moved cube_to_dp and cubemap logic into CopyEffects | Bastiaan Olij | |
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
2022-05-13 | Copy_to_fb is available in both raster and clustered renderers, remove ↵ | Bastiaan Olij | |
unwanted checks | |||
2022-05-11 | Split out bokeh_dof and copy effects | Bastiaan Olij | |
2022-04-30 | Use linear mipmap sampling in ToneMapper | clayjohn | |
2022-04-28 | Splitting tonemapper into its own class | Bastiaan Olij | |