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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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renderer_rd
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renderer_scene_render_rd.h
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Commit message (
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Author
2022-12-24
Move SDFGI update logic into clustered renderer
Bastiaan Olij
2022-12-13
Remove high quality glow as it is not any higher quality than regular glow
clayjohn
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
2022-09-19
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
2022-08-13
Implement MSAA for 2D [Vulkan only]
Hendrik Brucker
2022-08-07
Add a shadow opacity property to Light3D
Hugo Locurcio
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
2022-07-25
Code quality: Fix header guards consistency
Rémi Verschelde
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
Clean up Shader Preprocessor
reduz
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
2022-07-06
Merge pull request #62344 from BastiaanOlij/extract_dependencies
Rémi Verschelde
2022-06-27
Consider uniform writability part of the interface of the set
Pedro J. Estébanez
2022-06-28
Split dependency logic
Bastiaan Olij
2022-06-22
Split GI effects and fix stereoscopic rendering of GI effects
Bastiaan Olij
2022-06-17
Introduce eye_offset for correcting stereoscopic reflections
Bastiaan Olij
2022-06-07
Initial TAA implementation
jfons
2022-05-20
Add a new HashSet template
reduz
2022-05-16
Replace most uses of Map by HashMap
reduz
2022-05-11
Split out bokeh_dof and copy effects
Bastiaan Olij
2022-05-02
Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Rémi Verschelde
2022-04-28
Merge pull request #60547 from BastiaanOlij/split_tonemapper_effect
Rémi Verschelde
2022-04-28
Splitting tonemapper into its own class
Bastiaan Olij
2022-04-26
Fix "ortogonal" -> "orthogonal" typo in rasterizer code
Hugo Locurcio
2022-04-04
Zero initialize all pointer class and struct members
Rémi Verschelde
2022-03-31
Extract global variable, shader and material storage
Bastiaan Olij
2022-03-16
Split dummy renderer classes into separate files
Bastiaan Olij
2022-03-04
Remove unused `shadow_color` property from Light3D
Hugo Locurcio
2022-02-28
Fix typo in SSR roughness quality enum value names
Hugo Locurcio
2022-02-04
Enable 16-bit shadow atlas by default in the RenderingServer methods
Hugo Locurcio
2022-01-26
Merge pull request #54574 from Ansraer/glow_map
Rémi Verschelde
2022-01-24
Minor fixes to shadow atlases:
jfons
2022-01-20
add support for glow maps
Ansraer
2022-01-19
Merge pull request #54489 from briansemrau/texture-delete-update
Rémi Verschelde
2022-01-17
Allow using between 1 and 8 cascades for SDFGI
Hugo Locurcio
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