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path: root/servers/rendering/renderer_scene_cull.h
AgeCommit message (Expand)Author
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
2021-11-12Fix transparency state initializationjfons
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
2021-10-25Fix state inconsistencies in visibility dependencies.jfons
2021-10-07Merge pull request #53523 from Calinou/remove-occlusion-colorRémi Verschelde
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
2021-10-07Replace references to VisualServer in code comments with RenderingServerHugo Locurcio
2021-07-19Implement more rendering options as specialization constantsreduz
2021-07-12Use specialization constants in clustered rendererreduz
2021-07-03Fix Render Inforeduz
2021-07-01Clean up RenderingServer and its bindingsreduz
2021-06-29Improve RID_Owner memory usagereduz
2021-06-19Fix crash in visibility range system.jfons
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
2021-05-20Fix typos with codespellRémi Verschelde
2021-04-30Implement Particle Trailsreduz
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
2021-02-04Rewrote how barriers work for faster renderingreduz
2021-01-24Shadow map rendering optimizationreduz
2021-01-24Several GI related optimizations and fixesreduz
2021-01-05Threaded optimizations to cull and renderreduz
2021-01-05Rewrite render code to be more cache and thread friendly.reduz
2021-01-05Reorganize renderer code.reduz
2021-01-01Update copyright statements to 2021Rémi Verschelde
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
2020-12-23Replace Octree by DynamicBVH in cull codereduz
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
2020-12-18Implement automatic LOD (Level of Detail)reduz
2020-12-16Reimplement skeletons and blend shapesreduz
2020-12-04RenderingServer reorganizationreduz