| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2022-09-15 | Extract shared scene data into a separate class | Bastiaan Olij | |
| 2022-07-02 | SCons: Properly track codegen script dependency for generated GLSL headers | Rémi Verschelde | |
| 2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
| 2022-04-28 | Splitting tonemapper into its own class | Bastiaan Olij | |
| 2021-03-18 | Changed SCsub for shaders to find shaders automatically and create ↵ | Bastiaan Olij | |
| dependencies with include files | |||
| 2021-03-10 | Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵ | Bastiaan Olij | |
| so we can introduce RendererSceneRenderForwardMobile | |||
| 2021-02-06 | Simplify Volumetric Fog | reduz | |
| -Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency. | |||
| 2021-01-19 | Added GPU based cluster builder | reduz | |
| Clustering is now GPU based, uses an implementation based on the Activision algorithm. | |||
| 2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn | |
| 2020-12-16 | Reimplement skeletons and blend shapes | reduz | |
| Uses compute shaders, which only once, on demand, and all in parallel. | |||
| 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 | |