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path: root/servers/rendering/renderer_scene_render.h
AgeCommit message (Expand)Author
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
2022-07-29Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde
2022-07-29Restructure environment in render implementationBastiaan Olij
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
2022-07-27Change RendererSceneRender::GeometryInstance so more code is shared among ren...Bastiaan Olij
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
2022-07-23Implement Vector4, Vector4i, Projectionreduz
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
2022-06-07Initial TAA implementationjfons
2022-04-26Fix "ortogonal" -> "orthogonal" typo in rasterizer codeHugo Locurcio
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-04Enable 16-bit shadow atlas by default in the RenderingServer methodsHugo Locurcio
2022-01-20add support for glow mapsAnsraer
2022-01-17Allow using between 1 and 8 cascades for SDFGIHugo Locurcio
2022-01-05Added material_overlay property to MeshInstance3DFernando Cosentino
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
2021-11-06Added SSIL post processing effectclayjohn
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
2021-10-25Implement distance fade and transparencyJFonS
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
2021-07-19Implement more rendering options as specialization constantsreduz
2021-07-12Use specialization constants in clustered rendererreduz
2021-07-03Fix Render Inforeduz
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-05Rename GI Classesreduz
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-04-23Implement occlusion cullingjfons
2021-04-09Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij
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
2021-01-05Reorganize renderer code.reduz
2021-01-01Update copyright statements to 2021Rémi Verschelde
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
2020-12-24Cull fixes and optimizationsreduz
2020-12-23Replace Octree by DynamicBVH in cull codereduz
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-18Implement automatic LOD (Level of Detail)reduz
2020-12-16Reimplement skeletons and blend shapesreduz
2020-12-07Add support for low-end 3D rendering.reduz
2020-12-04RenderingServer reorganizationreduz