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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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servers
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rendering
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renderer_storage.h
Age
Commit message (
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Author
2022-02-15
Add Particle Shader Userdata
reduz
2022-01-04
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Rémi Verschelde
2022-01-04
Merge pull request #56305 from Calinou/rename-lod-threshold
Rémi Verschelde
2022-01-03
Update copyright statements to 2022
Rémi Verschelde
2021-12-29
Rename Lod Threshold to Mesh Lod Threshold
Hugo Locurcio
2021-12-10
Add `RenderingServer.get_video_adapter_type()` method
Hugo Locurcio
2021-11-12
Fix default_texture_param in shader pipeline to support uniform arrays
Yuri Roubinsky
2021-10-28
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
clayjohn
2021-08-12
Use real_t and double where appropriate in Particles
Aaron Franke
2021-08-09
Use doubles for time in many other places
Aaron Franke
2021-07-12
Use specialization constants in clustered renderer
reduz
2021-07-03
Fix Render Info
reduz
2021-07-02
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
Hugo Locurcio
2021-07-01
Clean up RenderingServer and its bindings
reduz
2021-06-30
Deprecate ImmediateGeometry
reduz
2021-06-16
Refactor VisibilityNotifier3D
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
2021-05-23
Support for 2D particles to collide against SDF
reduz
2021-05-11
Fixes missng 2D engine bits
reduz
2021-04-30
Implement Particle Trails
reduz
2021-03-05
Fix negative VRAM values
Ev1lbl0w
2021-02-10
Make Servers truly Thread Safe
reduz
2021-02-04
Rewrote how barriers work for faster rendering
reduz
2021-01-25
Implement shadow meshes
reduz
2021-01-06
Added ability to visualize native shaders
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
2020-12-18
Implement automatic LOD (Level of Detail)
reduz
2020-12-16
Reimplement skeletons and blend shapes
reduz
2020-12-04
RenderingServer reorganization
reduz