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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.h
Age
Commit message (
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Author
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
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