index
:
godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
servers
/
rendering
/
renderer_scene_render.h
Age
Commit message (
Expand
)
Author
2022-07-13
Rename soft shadow quality project settings for easier searching
Hugo Locurcio
2022-06-07
Initial TAA implementation
jfons
2022-04-26
Fix "ortogonal" -> "orthogonal" typo in rasterizer code
Hugo Locurcio
2022-04-04
Zero initialize all pointer class and struct members
Rémi Verschelde
2022-02-12
Improve compilation speed (forward declarations/includes cleanup)
Hendrik Brucker
2022-02-04
Enable 16-bit shadow atlas by default in the RenderingServer methods
Hugo Locurcio
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
2021-11-06
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
2021-10-07
Remove unimplemented `Environment.ambient_light_occlusion_color` property
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
2021-06-13
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
2021-04-23
Implement occlusion culling
jfons
2021-04-09
Remove low_end option from renderer, being replaced by separate implementation
Bastiaan Olij
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
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
2020-12-24
Cull fixes and optimizations
reduz
2020-12-23
Replace Octree by DynamicBVH in cull code
reduz
2020-12-21
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-18
Implement automatic LOD (Level of Detail)
reduz
2020-12-16
Reimplement skeletons and blend shapes
reduz
2020-12-07
Add support for low-end 3D rendering.
reduz
2020-12-04
RenderingServer reorganization
reduz