index
:
godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
servers
/
rendering
/
renderer_rd
/
shaders
Age
Commit message (
Expand
)
Author
2021-05-23
Support for 2D particles to collide against SDF
reduz
2021-05-20
Fix typos with codespell
Rémi Verschelde
2021-05-12
Implementing blit shader with versions
Bastiaan Olij
2021-05-11
Fixes missng 2D engine bits
reduz
2021-05-03
Assorted fixes to UV unwrapping and GPU lightmapper
jfons
2021-05-03
Create mobile renderer
Bastiaan Olij
2021-04-30
Implement Particle Trails
reduz
2021-04-21
Fix reflection probe
Bastiaan Olij
2021-04-17
Split particle shader entry points
reduz
2021-04-14
Refactor GLSL shader compilation
reduz
2021-04-09
Remove low_end option from renderer, being replaced by separate implementation
Bastiaan Olij
2021-03-31
As GLSLang seems to be all or nothing, added our own defines
Bastiaan Olij
2021-03-18
Changed SCsub for shaders to find shaders automatically and create dependenci...
Bastiaan Olij
2021-03-10
Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so...
Bastiaan Olij
2021-02-18
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Clay John
2021-02-17
Fix math error in blend shape application tolerance
Kayomn
2021-02-12
Merge pull request #45859 from Kayomn/master
Rémi Verschelde
2021-02-09
Accomodate blend shape ranges of -1 to +1
Kayomn
2021-02-07
Improve SDFGI indirect light feedback loop
reduz
2021-02-07
Invert spotlight angle attenuation
jfons
2021-02-07
Merge pull request #45786 from reduz/fix-sdfgi-radeon
Rémi Verschelde
2021-02-07
Fixed a SDFGI reflections bug in Radeon
reduz
2021-02-07
Fix volumetric fog for SpotLights
jfons
2021-02-06
Fix SDFGI bug after previous optimization.
reduz
2021-02-06
Simplify Volumetric Fog
reduz
2021-02-05
Fix mismatched define in scene_forward.glsl for POSITION override
Lyuma
2021-02-05
Added temporal reprojection to Volumetric Fog
reduz
2021-02-05
Fixes to get Godot running again on Intel IGP
reduz
2021-02-04
Rewrote how barriers work for faster rendering
reduz
2021-01-26
Reorganize RenderingDevice barriers
reduz
2021-01-24
Shadow map rendering optimization
reduz
2021-01-24
Several GI related optimizations and fixes
reduz
2021-01-21
Use Interleaved gradient noise for shadow samples
clayjohn
2021-01-19
Added GPU based cluster builder
reduz
2021-01-19
Shader optimizations to reduce VGPR usage and increase occupancy
reduz
2021-01-12
Renamed `emit_particle` to `emit_subparticle` shader function
Yuri Roubinsky
2021-01-09
Fix LIGHT compilation for canvas shader
Yuri Roubinsky
2021-01-05
Change the light attenuation formulas.
reduz
2021-01-05
Rewrite render code to be more cache and thread friendly.
reduz
2021-01-05
Reorganize renderer code.
reduz
2021-01-04
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
Rémi Verschelde
2021-01-04
fix inconsistent normal map shader variable naming
Hendrik Brucker
2021-01-03
SSAO cleanup and fixes
clayjohn
2020-12-29
Consistently use normal_map
Marcel Admiraal
2020-12-26
Cleanup leftover functions from adding SSAO
clayjohn
2020-12-21
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-18
Improved shadow rendering efficiency
reduz
2020-12-16
Reimplement skeletons and blend shapes
reduz
2020-12-10
Fixes to recent Vulkan errors
clayjohn
2020-12-07
Add support for low-end 3D rendering.
reduz
[next]