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Godot with FMOD integration
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Author
2023-01-05
One Copyright Update to rule them all
Rémi Verschelde
2023-01-05
Merge pull request #70929 from clayjohn/RD-mobile
Rémi Verschelde
2023-01-05
Merge pull request #70924 from clayjohn/canvas-bg-bugs
Rémi Verschelde
2023-01-04
Use proper indices for lights, decals, and reflection probes in mobile scene ...
clayjohn
2023-01-03
Always try to clear render target before drawing 3D with Canvas BG mode
clayjohn
2023-01-03
Merge pull request #70884 from clayjohn/Depth-prepass
Rémi Verschelde
2023-01-03
Merge pull request #70638 from markusneg/cull-masked-shadows-gd4
Rémi Verschelde
2023-01-03
Ignore depth draw optimization when using depth draw alpha prepass
clayjohn
2022-12-29
Add safety-checks before some servers `free()`
Adam Scott
2022-12-27
visual instance layers are regarded during shadow culling
Markus Grafen
2022-12-26
Fix errors related to reflection probe now using a render buffers object
Bastiaan Olij
2022-12-23
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Rémi Verschelde
2022-12-23
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
Rémi Verschelde
2022-12-23
Merge pull request #70214 from Ansraer/speed-maybe
Rémi Verschelde
2022-12-23
use depth prepass to increase performance
Ansraer
2022-12-24
Move SDFGI update logic into clustered renderer
Bastiaan Olij
2022-12-23
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
Rémi Verschelde
2022-12-23
Cleanup and improve sky render
Bastiaan Olij
2022-12-23
Added options for sorting transparent objects (port of PR 63040)
Bastiaan Olij
2022-12-23
Merge pull request #70457 from clayjohn/RD-particles-update
Rémi Verschelde
2022-12-23
Merge pull request #70455 from clayjohn/RD-particle-trail
Rémi Verschelde
2022-12-23
Fix shader crash when using boolean type for vertex->fragment varyings
Yuri Rubinsky
2022-12-22
Avoid updating particles during 2D rendering
clayjohn
2022-12-22
Check for disabled particle trail particle before initializing particle trail
clayjohn
2022-12-21
Merge pull request #70422 from clayjohn/RD-trails
Rémi Verschelde
2022-12-21
Disable particle trails particles when parent parent is not active.
clayjohn
2022-12-21
Merge pull request #70418 from clayjohn/RD-particles
Rémi Verschelde
2022-12-21
Ensure that particles are processed at least once before being used
clayjohn
2022-12-21
Merge pull request #70366 from quentinguidee/refactoring/fix-double-get-singl...
Rémi Verschelde
2022-12-20
Fix double get_singleton()
Quentin Guidée
2022-12-20
Add missing != operator to `StringName`
Yuri Rubinsky
2022-12-20
Merge pull request #65376 from reduz/astc-support
Rémi Verschelde
2022-12-20
Implement basic ASTC support
Juan Linietsky
2022-12-19
Merge pull request #70300 from RandomShaper/depth_format
Rémi Verschelde
2022-12-19
Merge pull request #70219 from bruvzg/msdf_outline_scaling
Rémi Verschelde
2022-12-19
Ensure depth buffer format picked actually supports full intended usage
Pedro J. Estébanez
2022-12-17
Fix use of comma instead of semicolon
Quentin Guidée
2022-12-17
Scale MSDF font outline with the font size and MSDF source size to match dyna...
bruvzg
2022-12-17
Merge pull request #70091 from clayjohn/bone-aabbs
Rémi Verschelde
2022-12-17
Merge pull request #70132 from clayjohn/RT-update
Rémi Verschelde
2022-12-17
Merge pull request #70163 from clayjohn/particles-sdf
Rémi Verschelde
2022-12-17
Merge pull request #70172 from clayjohn/RD-boot-filter
Rémi Verschelde
2022-12-17
Merge pull request #70133 from lyuma/negative_scale_backface
Rémi Verschelde
2022-12-17
Merge pull request #70122 from clayjohn/VRS-r8uint
Rémi Verschelde
2022-12-17
Merge pull request #70087 from clayjohn/mesh-aabb
Rémi Verschelde
2022-12-16
Enable using filtering on boot image in RD renderer
clayjohn
2022-12-16
Transform sdf xfrom by particle emission transform when particles are in glob...
clayjohn
2022-12-16
Don't attempt to create or use an R8_UINT texture as storage if VRS is not su...
clayjohn
2022-12-16
Implement render_target_was_used API so that Viewports can properly check if ...
clayjohn
2022-12-15
Flip culling when rendering a camera with negative scale
Lyuma
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