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
/
rendering_server_default.h
Age
Commit message (
Expand
)
Author
2021-10-07
Remove unimplemented `Environment.ambient_light_occlusion_color` property
Hugo Locurcio
2021-08-27
Makes FontData importable resource.
bruvzg
2021-08-26
Optionally scale 3D render content
Bastiaan Olij
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
2021-07-19
Implement more rendering options as specialization constants
reduz
2021-07-06
Restructure and reimplement vsync options
Hendrik Brucker
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
2021-06-29
Fixes to 2D viewport
reduz
2021-06-17
Implement animation slice drawing in CanvasItem
reduz
2021-06-16
Refactor VisibilityNotifier3D
reduz
2021-06-16
Refactor VisibilityNotifier
reduz
2021-06-14
Implement visibility range and dependencies.
jfons
2021-06-05
Rename GI Classes
reduz
2021-06-03
Rename Transform to Transform3D in core
Aaron Franke
2021-05-11
Fixes missng 2D engine bits
reduz
2021-04-30
Implement Particle Trails
reduz
2021-04-23
Implement occlusion culling
jfons
2021-04-14
Rename get_surface_material to get_surface_override_material
clayjohn
2021-03-21
Remove redundant thread sync counter draw_pending
Manuel Moos
2021-03-13
fix issue vulkan crash on open shader materials
sboronczyk
2021-03-05
Fix negative VRAM values
Ev1lbl0w
2021-02-18
Modernize atomics
Pedro J. Estébanez
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
2021-01-25
Implement shadow meshes
reduz
2021-01-24
Shadow map rendering optimization
reduz
2021-01-24
Several GI related optimizations and fixes
reduz
2021-01-06
Added ability to visualize native shaders
reduz
2021-01-01
Update copyright statements to 2021
Rémi Verschelde
2020-12-24
Add API to get frame setup time on CPU
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
2020-12-04
RenderingServer reorganization
reduz
2020-12-03
Reorganize rendering server.
reduz
[prev]