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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_storage_rd.h
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Author
2021-11-23
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
Je06jm
2021-11-12
Fix default_texture_param in shader pipeline to support uniform arrays
Yuri Roubinsky
2021-10-28
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
clayjohn
2021-10-12
Replaced NULL with nullptr
M. Huri
2021-09-29
Rename RID's `getornull()` to `get_or_null()`
Hugo Locurcio
2021-09-26
Fix GPUParticles3D generate AABB
CaptainProton42
2021-08-17
Fixes to mobile renderer
reduz
2021-08-17
Fix incorrect uniform buffer size for particles
Yuri Roubinsky
2021-08-12
Use real_t and double where appropriate in Particles
Aaron Franke
2021-08-09
Use doubles for time in many other places
Aaron Franke
2021-07-25
Use fragment shader instead of compute shader for effects for mobile renderer
Bastiaan Olij
2021-07-12
Use specialization constants in clustered renderer
reduz
2021-07-07
Fix material invalidation on reimport.
reduz
2021-07-06
Unify material parameter update
reduz
2021-07-03
Fix Render Info
reduz
2021-07-02
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
Hugo Locurcio
2021-07-01
Clean up RenderingServer and its bindings
reduz
2021-06-30
Deprecate ImmediateGeometry
reduz
2021-06-29
Improve RID_Owner memory usage
reduz
2021-06-16
Refactor VisibilityNotifier3D
reduz
2021-06-13
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-05
Rename GI Classes
reduz
2021-06-03
Rename Transform to Transform3D in core
Aaron Franke
2021-05-23
Support for 2D particles to collide against SDF
reduz
2021-05-11
Fixes missng 2D engine bits
reduz
2021-04-30
Implement Particle Trails
reduz
2021-04-05
Style: Apply clang-tidy's `modernize-use-default-member-init`
Rémi Verschelde
2021-03-05
Fix negative VRAM values
Ev1lbl0w
2021-02-10
Make Servers truly Thread Safe
reduz
2021-02-04
Rewrote how barriers work for faster rendering
reduz
2021-01-25
Implement shadow meshes
reduz
2021-01-19
Added GPU based cluster builder
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
Rémi Verschelde
2020-12-29
Consistently use normal_map
Marcel Admiraal
2020-12-28
Rename empty() to is_empty()
Marcel Admiraal
2020-12-18
Implement automatic LOD (Level of Detail)
reduz
2020-12-16
Reimplement skeletons and blend shapes
reduz
2020-12-04
Rename RD uniform "type" to "uniform_type"
Aaron Franke
2020-12-04
RenderingServer reorganization
reduz