Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR. | |||
2020-04-18 | Ability to create local RenderingDevice instances. | Juan Linietsky | |
2020-04-17 | Merge pull request #37949 from reduz/implement-global-shader-uniforms | Rémi Verschelde | |
Implement global and per instance shader uniforms. | |||
2020-04-17 | Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size | Rémi Verschelde | |
Add light size to Sky Shaders | |||
2020-04-17 | Add light size to Sky Shaders | clayjohn | |
2020-04-17 | Implement global and per instance shader uniforms. | Juan Linietsky | |
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material. | |||
2020-04-16 | Use sky properly for ambient and reflections | clayjohn | |
2020-04-15 | Fix texture check in decal setup | clayjohn | |
2020-04-14 | Add support for projectors in spot and omni lights. | Juan Linietsky | |
2020-04-14 | Merge pull request #37861 from reduz/implement-decals | Rémi Verschelde | |
Implement decals | |||
2020-04-14 | Implement decals | Juan Linietsky | |
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h | |||
2020-04-13 | Fixes leak with CopyToFbShaderRD | qarmin | |
2020-04-13 | Merge pull request #37749 from clayjohn/Vulkan-improved-ss | Rémi Verschelde | |
Add vogel filter and settings to soft shadows | |||
2020-04-12 | Implement MSAA | Juan Linietsky | |
2020-04-12 | Add screen space AA option, with FXAA implementation. | Juan Linietsky | |
2020-04-11 | Merge pull request #37808 from reduz/port-effects-to-compute | Juan Linietsky | |
Moved most of the effect code to compute. | |||
2020-04-11 | Moved most of the effect code to compute. | Juan Linietsky | |
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan | |||
2020-04-11 | Merge pull request #37794 from clayjohn/VULKAN-SSS-sky | Rémi Verschelde | |
Fix SSS affecting Sky | |||
2020-04-11 | Fix SSS affecting Sky | clayjohn | |
2020-04-10 | Add proper quality settings to soft shadows | clayjohn | |
2020-04-10 | Shows proper scene render time in editor info | Juan Linietsky | |
Also fixed GPU profiler, which was not working on nvidia hardware. | |||
2020-04-10 | Merge pull request #37662 from qarmin/rasterizer_server_last | Rémi Verschelde | |
Free items before finishing rendering server | |||
2020-04-10 | Merge pull request #37722 from reduz/implement-softshadows | Rémi Verschelde | |
Support light size and soft shadows | |||
2020-04-09 | Support light size and soft shadows | Juan Linietsky | |
2020-04-09 | Renaming all ARVR nodes to XR | Bastiaan Olij | |
2020-04-08 | Refactored shadowmapping. | Juan Linietsky | |
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260 | |||
2020-04-07 | Free items before finishing rendering server | qarmin | |
2020-04-04 | Fixed leak with SpecularMergeShaderRD | qarmin | |
2020-04-04 | Re-implement subsurface scattering. | Juan Linietsky | |
The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit. | |||
2020-04-03 | Merge pull request #37438 from clayjohn/VULKAN-sky-invert | Rémi Verschelde | |
Invert Sky subpass cubemap z direction | |||
2020-04-02 | Merge pull request #37512 from reduz/implement-ssr | Rémi Verschelde | |
Re-Added screen space reflection. | |||
2020-04-02 | Re-Added screen space reflection. | Juan Linietsky | |
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-04-02 | Merge pull request #37504 from qarmin/out_of_bound_cursor | Rémi Verschelde | |
Fix array out of bounds access caused by uninitialised variables | |||
2020-04-01 | Fix out of bound array access caused by unassigned variable | Rafał Mikrut | |
2020-03-31 | Fix more -Wmaybe-uninitialized warnings with target=release_debug | Rémi Verschelde | |
I have no idea why those don't get triggered in target=debug builds. Fixes #37461. | |||
2020-03-30 | Invert subpass cubemap z direction | clayjohn | |
2020-03-30 | Move glow upscale quality to a global setting, for consistency | Juan Linietsky | |
2020-03-30 | SCons: Format buildsystem files with psf/black | Rémi Verschelde | |
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted. | |||
2020-03-28 | Prevent shader crash if multiple variables has been declared in 'for' | Yuri Roubinsky | |
2020-03-28 | Fix copyright headers for recently added files | Rémi Verschelde | |
2020-03-28 | More server renames for consistency after #37361 | Rémi Verschelde | |
2020-03-27 | Renaming of servers for coherency. | Juan Linietsky | |
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files. |