Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-04 | Rewrote how barriers work for faster rendering | reduz | |
-Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection | |||
2021-01-06 | Added ability to visualize native shaders | reduz | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-07 | Add support for low-end 3D rendering. | reduz | |
-Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16. | |||
2020-12-04 | RenderingServer reorganization | reduz | |