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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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rendering
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renderer_rd
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renderer_scene_render_rd.h
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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