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Godot with FMOD integration
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Author
2022-09-12
Fix multiwindow support in GLES3 for X11, Windows, and MacOS.
clayjohn
2022-09-12
Merge pull request #65544 from clayjohn/lambert-wrap
Rémi Verschelde
2022-09-12
Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ...
clayjohn
2022-09-12
Merge pull request #65594 from clayjohn/SSR-dialectric
Rémi Verschelde
2022-09-12
Fixed MSAA initialisation in clustered forward renderer
Bastiaan Olij
2022-09-09
Properly scale SSR reflection based on metallic value for dielectric materials
clayjohn
2022-09-07
Merge pull request #65473 from Chaosus/shader_fix_completion
Yuri Rubinsky
2022-09-07
Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with ...
Haoyu Qiu
2022-09-07
Remove `shader_type` from completion (when it does not need any more)
Yuri Rubinsky
2022-09-06
Merge pull request #64417 from aaronfranke/has-space
Rémi Verschelde
2022-09-04
Replace AABB has_no_volume with has_volume
Aaron Franke
2022-09-05
Fix crash when executing `CSGMesh3D.set_mesh` with headless Godot
Haoyu Qiu
2022-09-02
Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray
Rémi Verschelde
2022-09-02
Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param
Rémi Verschelde
2022-09-01
Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
Rémi Verschelde
2022-09-01
Add Environment properties to control fog rendering on background sky
Hugo Locurcio
2022-09-01
Change Array arguments to TypedArray
kobewi
2022-09-01
Extracting render buffers and changing it to a more generic solution
Bastiaan Olij
2022-09-01
Rename `uniform` to `parameter` across the engine
Yuri Rubinsky
2022-08-31
Implement Physical Light Units as an optional setting.
clayjohn
2022-08-31
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Rémi Verschelde
2022-08-31
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Rémi Verschelde
2022-08-31
Fix vector type for signed tangent in mobile shader
Bastiaan Olij
2022-08-31
Remove unnecessary `print_line` in RendererDummy
Haoyu Qiu
2022-08-30
Add a per-light volumetric fog energy property
Hugo Locurcio
2022-08-30
Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation
Rémi Verschelde
2022-08-30
Merge pull request #63003 from Geometror/msaa-2d
Rémi Verschelde
2022-08-30
Dummy mesh support was added to the dummy renderer but incomplete. This compl...
Bastiaan Olij
2022-08-29
Rename String `plus_file` to `path_join`
Aaron Franke
2022-08-29
Fix updating OccluderPolygon shapes
sakrel
2022-08-26
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Rémi Verschelde
2022-08-26
Merge pull request #64367 from Mickeon/rename-var-to-str
Rémi Verschelde
2022-08-26
Rename `str2var` to `str_to_var` and similar
Micky
2022-08-26
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0
Rémi Verschelde
2022-08-26
Rename ParticlesMaterial to ParticleProcessMaterial
Micky
2022-08-25
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
Hugo Locurcio
2022-08-25
Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors
Rémi Verschelde
2022-08-25
Allow using integer varyings with `flat` interpolation modifier
Yuri Rubinsky
2022-08-24
Merge pull request #64009 from KoBeWi/arrayy_lmao
Rémi Verschelde
2022-08-23
Replace Array return types with TypedArray 2
kobewi
2022-08-23
Merge pull request #63091 from MinusKube/editor-window-render-bug
Rémi Verschelde
2022-08-23
Add font LCD sub-pixel anti-aliasing support.
bruvzg
2022-08-22
Fix typo in RendererSceneCull
tefusion
2022-08-22
Merge pull request #60309 from The-O-King/oct
Rémi Verschelde
2022-08-20
Add Blendshape Support
Omar El Sheikh
2022-08-20
Merge pull request #64110 from Geometror/fix-light-shadow-off
Hugo Locurcio
2022-08-20
Add `defined` keyword support to shader preprocessor
Yuri Rubinsky
2022-08-20
Merge pull request #62046 from clayjohn/vertexless-draw
Max Hilbrunner
2022-08-20
Fix OmniLight/SpotLight shadow opacity calculation
Hendrik Brucker
2022-08-19
Remove requirement to have vertex positions when creating a mesh. Meshes can ...
clayjohn
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