Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-20 | Merge pull request #44668 from clayjohn/VULKAN-downsample | Rémi Verschelde | |
Use cubemap downsampler for reflection mipmaps | |||
2021-01-19 | Added GPU based cluster builder | reduz | |
Clustering is now GPU based, uses an implementation based on the Activision algorithm. | |||
2021-01-19 | Shader optimizations to reduce VGPR usage and increase occupancy | reduz | |
2021-01-13 | Merge pull request #45136 from akien-mga/clang-format-11 | Rémi Verschelde | |
CI: Update to clang-format 11 and apply ternary operator changes | |||
2021-01-12 | CI: Update to clang-format 11 and apply ternary operator changes | Rémi Verschelde | |
2021-01-12 | Renamed `emit_particle` to `emit_subparticle` shader function | Yuri Roubinsky | |
2021-01-11 | Fix shader uniform instances compilation | Yuri Roubinsky | |
2021-01-09 | Fix LIGHT compilation for canvas shader | Yuri Roubinsky | |
2021-01-06 | Added ability to visualize native shaders | reduz | |
2021-01-05 | Change the light attenuation formulas. | reduz | |
-Much better looking, physically based. -Almost negligible extra cost. | |||
2021-01-05 | Threaded optimizations to cull and render | reduz | |
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing) | |||
2021-01-05 | Rewrite render code to be more cache and thread friendly. | reduz | |
2021-01-05 | Reorganize renderer code. | reduz | |
So it can hopefully be made more cache efficient afterwards. | |||
2021-01-04 | Merge pull request #44842 from clayjohn/VULKAN-SSAO-2 | Rémi Verschelde | |
SSAO renames and move push constant binding | |||
2021-01-04 | fix inconsistent normal map shader variable naming | Hendrik Brucker | |
2021-01-04 | Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error | Rémi Verschelde | |
Use basic uniform set for depth prepass | |||
2021-01-03 | SSAO cleanup and fixes | clayjohn | |
2021-01-02 | Typo correction | Muller-Castro | |
simple typo correction | |||
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 🎆 | |||
2020-12-29 | Consistently use normal_map | Marcel Admiraal | |
2020-12-28 | Merge pull request #44149 from madmiraal/rename-tangent-orthogonal | Rémi Verschelde | |
Rename Vector2.tangent() to Vector2.orthogonal() | |||
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-27 | Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup | Rémi Verschelde | |
Cleanup leftover functions from adding SSAO | |||
2020-12-27 | Merge pull request #44705 from Chaosus/shader_fix_array_postinit | Yuri Roubinsky | |
Fix using post-init shader array constructors | |||
2020-12-26 | Cleanup leftover functions from adding SSAO | clayjohn | |
2020-12-26 | Rewrite culling to be more cache/thread friendly. | reduz | |
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly | |||
2020-12-27 | Fix using post-init shader array constructors | Yuri Roubinsky | |
2020-12-27 | Merge pull request #44436 from Chaosus/shader_const_switch | Yuri Roubinsky | |
Added support for constants in shader `case` and array size declaration | |||
2020-12-24 | Use cubemap downsampler for reflection mipmaps | clayjohn | |
2020-12-24 | Fix blendshapes and calculation of bone_aabbs | Lyuma | |
Blendshapes without a skeleton already worked. However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes. This also fixes an assumption that all surfaces reference the same number of bones as surface 0. | |||
2020-12-23 | Use basic uniform set for depth prepass | clayjohn | |
2020-12-23 | Replace Octree by DynamicBVH in cull code | reduz | |
-Much greater pairing/unpairing performance -For now, using it for culling too, but this will change in a couple of days. -Added a paged allocator, to efficiently alloc/free some types of objects. | |||
2020-12-23 | Rename Control margin to offset | Marcel Admiraal | |
2020-12-22 | Merge pull request #44182 from clayjohn/ASSAO | Rémi Verschelde | |
Replace SAO with ASSAO as Godot's new SSAO | |||
2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn | |
2020-12-21 | Ensure default value in _render_shadow is the same as parent | Marcel Admiraal | |
Use double instead of int for the p_lod_distance_multiplier default value in RendererSceneRenderForward::_render_shadow to match parent default value in RendererSceneRenderRD::_render_shadow | |||
2020-12-19 | Merge pull request #44521 from madmiraal/rename-rect2-clip | Rémi Verschelde | |
Rename Rect2 and Rect2i clip() to intersection() | |||
2020-12-19 | Fix error spam on wrong attachment | reduz | |
-For now, disable reading from depth this was always broken, needs to be fixed later -Give better error showing binding and set when this happens. | |||
2020-12-19 | Rename Rect2 and Rect2i clip() to intersection() | Marcel Admiraal | |
2020-12-18 | Improved shadow rendering efficiency | reduz | |
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot | |||
2020-12-18 | Implement automatic LOD (Level of Detail) | reduz | |
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken | |||
2020-12-17 | Added support for constants in shader `case` and array size declaration | Yuri Roubinsky | |
2020-12-16 | Reimplement skeletons and blend shapes | reduz | |
Uses compute shaders, which only once, on demand, and all in parallel. | |||
2020-12-10 | Fixes to recent Vulkan errors | clayjohn | |
2020-12-10 | Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2 | Rémi Verschelde | |
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years, so let's drop it instead of keeping a compress type which doesn't work. The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet. | |||
2020-12-09 | Static analyzer fixes: | bruvzg | |
Removes unused code in OS. Fixes return types. Fixes few typos. | |||
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. | |||
2020-12-06 | Rename Vector2.tangent() to Vector2.orthogonal() | Marcel Admiraal | |
2020-12-05 | Merge pull request #36382 from aaronfranke/unhide-the-hidden | Rémi Verschelde | |
Unhide hidden members by renaming them and rebind Mesh enums | |||
2020-12-05 | Frees CanvasShaderSDF reference (prevents warning at startup) | Yuri Roubinsky | |