Age | Commit message (Collapse) | Author |
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`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
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- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
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Restructure environment in render implementation
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
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Split FOG
Split visibility notifier
Final cleanup of storage classes
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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Split canvas_texture_storage and texture_storage from render_storage class
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