Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-10-21 | Add Soft Very Low shadow quality mode for 3D | Hugo Locurcio | |
This can be used to improve 3D shadow rendering quality at little performance cost. Unlike the existing Hard setting which is limited to variable shadow blur only, it works with both fixed blur and variable blur. | |||
2021-10-19 | Merge pull request #53790 from briansemrau/remove-distant-shadowy-void | Rémi Verschelde | |
2021-10-19 | Merge pull request #52940 from groud/toast_notification | Rémi Verschelde | |
2021-10-15 | Swap args of Plane(point, normal) constructor | mennomax | |
Now (normal, point) | |||
2021-10-15 | Merge pull request #53815 from Chaosus/fix_wireframe_render_mode | Rémi Verschelde | |
2021-10-15 | Fix `wireframe` render mode | Yuri Roubinsky | |
2021-10-14 | Remove incorrect fog height density remapping | Brian Semrau | |
2021-10-14 | Fix several issues with directional shadows | Brian Semrau | |
- Internally disable blend splits in orthogonal directional shadow mode - Fix soft shadows ignoring fade and blend_splits - Fix soft shadow edge stability | |||
2021-10-14 | Implement toast notifications in the editor | Gilles Roudière | |
2021-10-14 | Fix the height fog effect | Brian Semrau | |
2021-10-13 | Added few more built-ins to shader language | Yuri Roubinsky | |
2021-10-12 | Merge pull request #53712 from CakHuri/nullptr | Rémi Verschelde | |
Replace NULL with nullptr | |||
2021-10-12 | Replaced NULL with nullptr | M. Huri | |
2021-10-12 | Fix some LGTM errors of "Multiplication result converted to larger type" | Aaron Franke | |
2021-10-11 | Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func | Yuri Roubinsky | |
2021-10-07 | Remove unimplemented `Environment.ambient_light_occlusion_color` property | Hugo Locurcio | |
This property was intended to provide a way to have SSAO or VoxelGI ambient occlusion with a color other than black. However, it was dropped during the Vulkan renderer development due to the performance overhead it caused when the feature wasn't used. | |||
2021-10-07 | Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms | Yuri Roubinsky | |
2021-10-07 | Merge pull request #53504 from clayjohn/VULKAN-sky-bug | Rémi Verschelde | |
Remove bogus sky error check | |||
2021-10-07 | Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius | Rémi Verschelde | |
Move assignment of SSAO radius push constant | |||
2021-10-06 | Remove bogus sky error check | clayjohn | |
2021-10-06 | Fix regression which prevents using texture array uniforms | Yuri Roubinsky | |
2021-10-04 | Added support for uniform arrays in shaders | Yuri Roubinsky | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-29 | Rename RID's `getornull()` to `get_or_null()` | Hugo Locurcio | |
2021-09-29 | radial fog fix | Manuel Dun | |
2021-09-29 | Fix editor freeze when asigning Skeleton2D to Polygon2D | Hendrik Brucker | |
2021-09-28 | Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb | Rémi Verschelde | |
2021-09-28 | Fix access to render target texture for XR interfaces | Bastiaan Olij | |
2021-09-26 | Fix GPUParticles3D local_coords | CaptainProton42 | |
2021-09-26 | Fix GPUParticles3D generate AABB | CaptainProton42 | |
2021-09-25 | Construct values only when necessary. | Anilforextra | |
2021-09-23 | Construct values only when necessary. | Anilforextra | |
2021-09-21 | Add Get Center Method for Rect2/Rect2i and AABB. | Anilforextra | |
2021-09-17 | Merge pull request #52409 from GiantBlargg/position-depth-pre-pass | Rémi Verschelde | |
2021-09-13 | Merge pull request #49063 from Calinou/remove-16x-msaa | Rémi Verschelde | |
Remove 16× MSAA support due to driver bugs and low performance | |||
2021-09-13 | Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix | Rémi Verschelde | |
Compute horizon SO threshold before transformation | |||
2021-09-12 | Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material | JFonS | |
Vulkan: Fix CanvasItem::use_parent_material | |||
2021-09-10 | 8 uvs for glTF2, URI decode and Vertex Custom api. | Lyuma | |
Add glTF2 uri decode for paths. Add vertex custom apis. Add scene importer api. Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh Co-authored-by: darth negative hunter <thenegativehunter2@users.noreply.github.com> | |||
2021-09-09 | Merge pull request #52476 from Lauson1ex/master | Juan Linietsky | |
Replace current ACES tonemapper with a high quality one | |||
2021-09-09 | Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy | Juan Linietsky | |
Use the Light3D Indirect Energy property in SDFGI | |||
2021-09-07 | Replace ACES tonemapper with a high quality one | Endri Lauson | |
2021-09-07 | Merge pull request #52205 from BastiaanOlij/blit_source_rect | Bastiaan Olij | |
Add source rectangle to blit | |||
2021-09-05 | Fix depth pass for shaders that set POSITION | Daniel Doran | |
2021-08-31 | Merge pull request #51873 from Chaosus/fix_uniform_error_spam | Clay John | |
Fix incorrect checking of uniform set to prevent error spam (2) | |||
2021-08-30 | Use the Light3D Indirect Energy property in SDFGI | Hugo Locurcio | |
The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI). | |||
2021-08-29 | Add source rectangle to blit | Bastiaan Olij | |
2021-08-27 | Merge pull request #51908 from bruvzg/msdf_fonts2 | K. S. Ernest (iFire) Lee | |
Make FontData importable resource. Add multi-channel SDF font rendering. | |||
2021-08-27 | Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers | Juan Linietsky | |
Remove leftovers of anisotropy in the VoxelGI shader code | |||
2021-08-27 | Makes FontData importable resource. | bruvzg | |
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support. | |||
2021-08-26 | Optionally scale 3D render content | Bastiaan Olij | |