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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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rendering
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rendering_device.h
Age
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Author
2021-02-04
Rewrote how barriers work for faster rendering
reduz
2021-01-26
Reorganize RenderingDevice barriers
reduz
2021-01-25
Add named resources and debug labels in RenderDoc
clayjohn
2021-01-24
Shadow map rendering optimization
reduz
2021-01-19
Added GPU based cluster builder
reduz
2021-01-01
Update copyright statements to 2021
Rémi Verschelde
2020-12-21
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-16
Reimplement skeletons and blend shapes
reduz
2020-12-04
Rename RD texture "type" to "texture_type"
Aaron Franke
2020-12-04
Rename RD uniform "type" to "uniform_type"
Aaron Franke
2020-11-07
Reorganized core/ directory, it was too fatty already
reduz
2020-10-18
Revert "Replace SAO implementation with MSSAO"
Juan Linietsky
2020-10-18
Replace SAO implementation with MSSAO
clayjohn
2020-10-18
Refactor MethodBind to use variadic templates
reduz
2020-06-26
Addition of SDFGI for open world global illumination
Juan Linietsky
2020-05-14
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Rémi Verschelde
2020-05-10
New lightmapper
Juan Linietsky
2020-04-21
Add proper type to most public API uses of Array
Juan Linietsky
2020-04-20
Exposed RenderingDevice to script API
Juan Linietsky
2020-04-18
Ability to create local RenderingDevice instances.
Juan Linietsky
2020-04-17
Implement global and per instance shader uniforms.
Juan Linietsky
2020-04-12
Implement MSAA
Juan Linietsky
2020-04-11
Moved most of the effect code to compute.
Juan Linietsky
2020-04-02
Replace NULL with nullptr
lupoDharkael
2020-03-27
Renaming of servers for coherency.
Juan Linietsky
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