Age | Commit message (Expand) | Author |
2021-03-11 | Removed time duplicate from ForwardClustered. Just use the variable from its ... | Bastiaan Olij |
2021-03-11 | Moving RendererStorageRD *storage to protected, no sense duplicating it in fo... | Bastiaan Olij |
2021-03-04 | Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | Bastiaan Olij |
2021-02-25 | Moving GI code into RendererServerGIRD | Bastiaan Olij |
2021-02-10 | Make Servers truly Thread Safe | reduz |
2021-02-07 | Improve SDFGI indirect light feedback loop | reduz |
2021-02-07 | Invert spotlight angle attenuation | jfons |
2021-02-06 | Simplify Volumetric Fog | reduz |
2021-02-05 | Added temporal reprojection to Volumetric Fog | reduz |
2021-02-04 | Rewrote how barriers work for faster rendering | reduz |
2021-01-24 | Shadow map rendering optimization | reduz |
2021-01-24 | Several GI related optimizations and fixes | reduz |
2021-01-19 | Added GPU based cluster builder | reduz |
2021-01-19 | Shader optimizations to reduce VGPR usage and increase occupancy | reduz |
2021-01-06 | Added ability to visualize native shaders | reduz |
2021-01-05 | Rewrite render code to be more cache and thread friendly. | reduz |
2021-01-05 | Reorganize renderer code. | reduz |
2021-01-01 | Update copyright statements to 2021 | RĂ©mi Verschelde |
2020-12-26 | Rewrite culling to be more cache/thread friendly. | reduz |
2020-12-23 | Replace Octree by DynamicBVH in cull code | reduz |
2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn |
2020-12-18 | Implement automatic LOD (Level of Detail) | reduz |
2020-12-07 | Add support for low-end 3D rendering. | reduz |
2020-12-04 | RenderingServer reorganization | reduz |