index
:
godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
servers
/
rendering
/
renderer_rd
/
renderer_scene_render_rd.cpp
Age
Commit message (
Expand
)
Author
2022-12-03
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
NumbuhFour
2022-10-14
Make some Image methods static
kobewi
2022-10-12
Use radial distance for making LOD decisions.
TechnoPorg
2022-10-07
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, chang...
bruvzg
2022-10-05
Adding getters to RenderTarget and implementing override functionality for XR
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 lig...
Bastiaan Olij
2022-09-30
Add various null checks in RenderingServer
Haoyu Qiu
2022-09-28
Fix MSVC warning C4702: unreachable code
Rémi Verschelde
2022-09-22
Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
Rémi Verschelde
2022-09-19
Split rendering driver project setting into renderer_name and rendering_drive...
clayjohn
2022-09-15
Extract shared scene data into a separate class
Bastiaan Olij
2022-09-09
Properly scale SSR reflection based on metallic value for dielectric materials
clayjohn
2022-09-02
Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray
Rémi Verschelde
2022-09-01
Change Array arguments to TypedArray
kobewi
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
2022-08-30
Add a per-light volumetric fog energy property
Hugo Locurcio
2022-08-30
Merge pull request #63003 from Geometror/msaa-2d
Rémi Verschelde
2022-08-26
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Rémi Verschelde
2022-08-26
Rename `str2var` to `str_to_var` and similar
Micky
2022-08-25
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
Hugo Locurcio
2022-08-20
Merge pull request #64110 from Geometror/fix-light-shadow-off
Hugo Locurcio
2022-08-20
Fix OmniLight/SpotLight shadow opacity calculation
Hendrik Brucker
2022-08-13
Implement MSAA for 2D [Vulkan only]
Hendrik Brucker
2022-08-10
Use negative mipmap LOD bias for sub-native bilinear 3D scale
Hugo Locurcio
2022-08-09
Fix resource leaks in VoxelGI
Bastiaan Olij
2022-08-07
Add a shadow opacity property to Light3D
Hugo Locurcio
2022-08-01
Changed storage structs to private
Bastiaan Olij
2022-07-29
Merge pull request #63527 from BastiaanOlij/rework_environment
Rémi Verschelde
2022-07-29
Restructure environment in render implementation
Bastiaan Olij
2022-07-28
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Hugo Locurcio
2022-07-27
Change RendererSceneRender::GeometryInstance so more code is shared among ren...
Bastiaan Olij
2022-07-26
Move Sky(RD) into environment
Bastiaan Olij
2022-07-23
Implement Vector4, Vector4i, Projection
reduz
2022-07-23
Merge pull request #62513 from reduz/shader_preprocessor_remake
Rémi Verschelde
2022-07-22
Merge pull request #62478 from BastiaanOlij/split_effects_20220628
Rémi Verschelde
2022-07-22
Clean up Shader Preprocessor
reduz
2022-07-21
Rename OSX to macOS and iPhoneOS to iOS.
bruvzg
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
2022-07-13
Rename soft shadow quality project settings for easier searching
Hugo Locurcio
2022-07-08
Merge pull request #62277 from RandomShaper/depth_buffer_no_sampling
Rémi Verschelde
2022-07-06
Merge pull request #62344 from BastiaanOlij/extract_dependencies
Rémi Verschelde
2022-06-28
Merge pull request #62467 from RandomShaper/descriptor_rw_matters
Rémi Verschelde
2022-06-27
Fixed FSR. Before, it was commiting the
Je06jm
2022-06-27
Consider uniform writability part of the interface of the set
Pedro J. Estébanez
2022-06-28
Split dependency logic
Bastiaan Olij
2022-06-27
Rationalize certain cases of texture usage flags
Pedro J. Estébanez
2022-06-24
Moved cube_to_dp and cubemap logic into CopyEffects
Bastiaan Olij
[next]