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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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rendering
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renderer_scene_cull.cpp
Age
Commit message (
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Author
2021-06-16
Refactor VisibilityNotifier3D
reduz
2021-06-14
Implement visibility range and dependencies.
jfons
2021-06-13
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-05
Rename GI Classes
reduz
2021-06-03
Rename Transform to Transform3D in core
Aaron Franke
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
2021-04-23
Implement occlusion culling
jfons
2021-04-21
Fix reflection probe
Bastiaan Olij
2021-04-14
Rename get_surface_material to get_surface_override_material
clayjohn
2021-02-18
Reorganize Project Settings
reduz
2021-02-10
Make Servers truly Thread Safe
reduz
2021-02-04
Rewrote how barriers work for faster rendering
reduz
2021-01-26
Fix zero scaling and material mappings being mapped to wrong fields
Gordon MacPherson
2021-01-19
Added GPU based cluster builder
reduz
2021-01-05
Threaded optimizations to cull and render
reduz
2021-01-05
Rewrite render code to be more cache and thread friendly.
reduz
2021-01-05
Reorganize renderer code.
reduz
2021-01-01
Update copyright statements to 2021
RĂ©mi Verschelde
2020-12-28
Rename Math::stepify to snapped
Marcel Admiraal
2020-12-28
Rename empty() to is_empty()
Marcel Admiraal
2020-12-26
Rewrite culling to be more cache/thread friendly.
reduz
2020-12-24
Cull fixes and optimizations
reduz
2020-12-24
Fix BVH to world_aabb, and call update
lawnjelly
2020-12-23
Replace Octree by DynamicBVH in cull code
reduz
2020-12-18
Implement automatic LOD (Level of Detail)
reduz
2020-12-16
Reimplement skeletons and blend shapes
reduz
2020-12-04
RenderingServer reorganization
reduz