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path: root/servers/rendering/renderer_scene.h
AgeCommit message (Expand)Author
2022-09-02Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde
2022-09-02Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde
2022-09-01Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde
2022-09-01Add Environment properties to control fog rendering on background skyHugo Locurcio
2022-09-01Change Array arguments to TypedArraykobewi
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-09-01Rename `uniform` to `parameter` across the engineYuri Rubinsky
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio
2022-07-29Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde
2022-07-29Restructure environment in render implementationBastiaan Olij
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
2022-06-07Initial TAA implementationjfons
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-04Enable 16-bit shadow atlas by default in the RenderingServer methodsHugo Locurcio
2022-01-20add support for glow mapsAnsraer
2022-01-17Allow using between 1 and 8 cascades for SDFGIHugo Locurcio
2022-01-05Added material_overlay property to MeshInstance3DFernando Cosentino
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-06Added SSIL post processing effectclayjohn
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
2021-10-25Implement distance fade and transparencyJFonS
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
2021-07-19Implement more rendering options as specialization constantsreduz
2021-07-03Fix Render Inforeduz
2021-07-01Clean up RenderingServer and its bindingsreduz
2021-06-16Refactor VisibilityNotifier3Dreduz
2021-06-14Implement visibility range and dependencies.jfons
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-05Rename GI Classesreduz
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-04-23Implement occlusion cullingjfons
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-02-10Make Servers truly Thread Safereduz
2021-02-07Improve SDFGI indirect light feedback loopreduz
2021-02-06Simplify Volumetric Fogreduz
2021-02-05Added temporal reprojection to Volumetric Fogreduz
2021-01-24Shadow map rendering optimizationreduz
2021-01-24Several GI related optimizations and fixesreduz
2021-01-01Update copyright statements to 2021Rémi Verschelde
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-18Implement automatic LOD (Level of Detail)reduz
2020-12-04RenderingServer reorganizationreduz