Age | Commit message (Expand) | Author |
2021-11-23 | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm |
2021-11-12 | Fix transparency state initialization | jfons |
2021-10-28 | Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog | clayjohn |
2021-10-25 | Implement distance fade and transparency | JFonS |
2021-10-25 | Fix state inconsistencies in visibility dependencies. | jfons |
2021-10-07 | Merge pull request #53523 from Calinou/remove-occlusion-color | Rémi Verschelde |
2021-10-07 | Remove unimplemented `Environment.ambient_light_occlusion_color` property | Hugo Locurcio |
2021-10-07 | Replace references to VisualServer in code comments with RenderingServer | Hugo Locurcio |
2021-07-19 | Implement more rendering options as specialization constants | reduz |
2021-07-12 | Use specialization constants in clustered renderer | reduz |
2021-07-03 | Fix Render Info | reduz |
2021-07-01 | Clean up RenderingServer and its bindings | reduz |
2021-06-29 | Improve RID_Owner memory usage | reduz |
2021-06-19 | Fix crash in visibility range system. | jfons |
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 |
2021-05-20 | Fix typos with codespell | Rémi Verschelde |
2021-04-30 | Implement Particle Trails | reduz |
2021-04-23 | Implement occlusion culling | jfons |
2021-04-14 | Rename get_surface_material to get_surface_override_material | clayjohn |
2021-02-10 | Make Servers truly Thread Safe | reduz |
2021-02-07 | Improve SDFGI indirect light feedback loop | reduz |
2021-02-06 | Simplify Volumetric Fog | reduz |
2021-02-05 | Added temporal reprojection to Volumetric Fog | reduz |
2021-02-04 | Rewrote how barriers work for faster rendering | reduz |
2021-01-24 | Shadow map rendering optimization | reduz |
2021-01-24 | Several GI related optimizations and fixes | 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 | Rémi Verschelde |
2020-12-26 | Rewrite culling to be more cache/thread friendly. | reduz |
2020-12-23 | Replace Octree by DynamicBVH in cull code | reduz |
2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn |
2020-12-19 | Increase the default Camera Zfar to 4000 | Hugo Locurcio |
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 |