Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-07 | Initial TAA implementation | jfons | |
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations. | |||
2022-05-03 | Rename Basis get_axis to get_column, remove redundant methods | Aaron Franke | |
2022-04-26 | Fix "ortogonal" -> "orthogonal" typo in rasterizer code | Hugo Locurcio | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-10-15 | Swap args of Plane(point, normal) constructor | mennomax | |
Now (normal, point) | |||
2021-06-19 | Inverse XR camera offset for stereoscopic rendering | Bastiaan Olij | |
2021-06-13 | Add stereoscopic rendering through multiview | Bastiaan Olij | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-04 | RenderingServer reorganization | reduz | |