Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-07-29 | Merge pull request #63527 from BastiaanOlij/rework_environment | Rémi Verschelde | |
Restructure environment in render implementation | |||
2022-07-29 | Restructure environment in render implementation | Bastiaan Olij | |
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. | |||
2022-07-27 | Merge pull request #62362 from clayjohn/VULKAN-halo | Rémi Verschelde | |
2022-07-26 | Use full size mipmaps for reflections when in high-quality mode | clayjohn | |
2022-07-27 | Change RendererSceneRender::GeometryInstance so more code is shared among ↵ | Bastiaan Olij | |
renderers | |||
2022-07-26 | Implement shader uniform groups/subgroups | Yuri Rubinsky | |
2022-07-26 | Move Sky(RD) into environment | Bastiaan Olij | |
Move Fog logic from render scene render to fog | |||
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 | |
2022-07-18 | Merge pull request #62834 from RandomShaper/fix_vk_sky_error | Rémi Verschelde | |
Bind correct default resource type in GI | |||
2022-07-18 | Merge pull request #62848 from RandomShaper/shader_writability_improvement | Rémi Verschelde | |
2022-07-18 | Make SDFGI direct light shader follow the same-writability rule | Pedro J. Estébanez | |
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 | |||
2022-07-08 | Bind correct default resource type in GI | Pedro J. Estébanez | |
2022-07-06 | Merge pull request #62344 from BastiaanOlij/extract_dependencies | Rémi Verschelde | |
2022-07-06 | Remove unused anisotropy setter/getter methods in VoxelGI | Hugo Locurcio | |
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. | |||
2022-07-01 | Remove debugging print following GI reorganization | Hugo Locurcio | |
2022-06-28 | Split dependency logic | Bastiaan Olij | |
Split FOG Split visibility notifier Final cleanup of storage classes | |||
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |