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Godot with FMOD integration
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renderer_scene_cull.h
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Author
2022-09-19
Split rendering driver project setting into renderer_name and rendering_drive...
clayjohn
2022-09-02
Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray
Rémi Verschelde
2022-09-02
Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param
Rémi Verschelde
2022-09-01
Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
Rémi Verschelde
2022-09-01
Add Environment properties to control fog rendering on background sky
Hugo Locurcio
2022-09-01
Change Array arguments to TypedArray
kobewi
2022-09-01
Extracting render buffers and changing it to a more generic solution
Bastiaan Olij
2022-09-01
Rename `uniform` to `parameter` across the engine
Yuri Rubinsky
2022-08-31
Implement Physical Light Units as an optional setting.
clayjohn
2022-08-04
Rename shader parameter uniform setter/getter methods for consistency
Hugo Locurcio
2022-07-29
Restructure environment in render implementation
Bastiaan Olij
2022-07-27
Change RendererSceneRender::GeometryInstance so more code is shared among ren...
Bastiaan Olij
2022-07-25
Code quality: Fix header guards consistency
Rémi Verschelde
2022-07-23
Implement Vector4, Vector4i, Projection
reduz
2022-07-13
Rename soft shadow quality project settings for easier searching
Hugo Locurcio
2022-07-06
Merge pull request #62344 from BastiaanOlij/extract_dependencies
Rémi Verschelde
2022-06-28
Split dependency logic
Bastiaan Olij
2022-06-23
Use the Static global illumination mode in GeometryInstance3D by default
Hugo Locurcio
2022-06-07
Initial TAA implementation
jfons
2022-05-20
Add a new HashSet template
reduz
2022-05-16
Replace most uses of Map by HashMap
reduz
2022-05-02
Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Rémi Verschelde
2022-04-04
Zero initialize all pointer class and struct members
Rémi Verschelde
2022-03-17
Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum
Hugo Locurcio
2022-02-12
Improve compilation speed (forward declarations/includes cleanup)
Hendrik Brucker
2022-01-20
add support for glow maps
Ansraer
2022-01-17
Allow using between 1 and 8 cascades for SDFGI
Hugo Locurcio
2022-01-05
Added material_overlay property to MeshInstance3D
Fernando Cosentino
2022-01-04
Merge pull request #56305 from Calinou/rename-lod-threshold
Rémi Verschelde
2022-01-04
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
Rémi Verschelde
2022-01-03
Update copyright statements to 2022
Rémi Verschelde
2021-12-29
Rename Lod Threshold to Mesh Lod Threshold
Hugo Locurcio
2021-11-23
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
Je06jm
2021-11-12
Fix transparency state initialization
jfons
2021-11-06
Added SSIL post processing effect
clayjohn
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
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