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path: root/servers/rendering_server.cpp
AgeCommit message (Expand)Author
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
2022-01-12Optimize include files to improve `shader_language.h` compilation speedYuri Roubinsky
2022-01-07Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolutionRémi Verschelde
2022-01-06Expose RenderingServer SSIL quality setter methodsHugo Locurcio
2022-01-05Added material_overlay property to MeshInstance3DFernando Cosentino
2022-01-04Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Merge pull request #55386 from Calinou/allow-disable-depth-prepassRémi Verschelde
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
2021-12-22Expose RenderingServer GI half resolution setter methodHugo Locurcio
2021-12-14Rename and reorder bake mode properties for consistencyHugo Locurcio
2021-12-10Add `RenderingServer.get_video_adapter_type()` methodHugo Locurcio
2021-12-07Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusiveRémi Verschelde
2021-12-02Fixed minimum size of aabb in ImmediateMesh to draw only one vertexSilc 'Tokage' Renew
2021-11-27Allow disabling the depth prepass in the Vulkan Clustered backendHugo Locurcio
2021-11-26PackedByteArray, Array slice end exclusive, rename subarray to sliceNathan Franke
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
2021-11-06Added SSIL post processing effectclayjohn
2021-11-06Decrease the default VoxelGI quality to improve performanceHugo Locurcio
2021-11-05Use Callable in RS::request_frame_drawn_callbackBrian Semrau
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
2021-10-25Implement distance fade and transparencyJFonS
2021-10-23Decrease the default soft shadow quality to improve performanceHugo Locurcio
2021-10-22Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-ditheringRémi Verschelde
2021-10-21Add Soft Very Low shadow quality mode for 3DHugo Locurcio
2021-10-20doctool: Fix differences between headless and Vulkan rendering backendsRémi Verschelde
2021-10-09Fix auto LOD generation for blendshapes.Joan Fons
2021-10-08Allow any floating-point value as a 3D rendering scale optionHugo Locurcio
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
2021-10-03GLTF for game templates.K. S. Ernest (iFire) Lee
2021-10-01Implement TextServer GDExtension interface, remove TextServer GDNative interf...bruvzg
2021-09-13Merge pull request #49063 from Calinou/remove-16x-msaaRémi Verschelde
2021-09-108 uvs for glTF2, URI decode and Vertex Custom api.Lyuma
2021-09-09Expose Vulkan internal values for access from extensionsBastiaan Olij
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-25Remove 16× MSAA support due to driver bugs and low performanceHugo Locurcio
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Fix the Use Nearest Mipmap Filter project setting not workingHugo Locurcio
2021-08-11Decrease the default depth of field bokeh qualityHugo Locurcio
2021-08-09Some work on double supportAaron Franke
2021-08-01Handle 32-bit and 64-bit floats for tangents/weights in RenderingServerAaron Franke
2021-07-30Expose Vulkan's clustered and mobile backends in the project managerHugo Locurcio
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-20Merge pull request #50618 from reduz/implement-more-specialization-constantsRémi Verschelde
2021-07-19Implement more rendering options as specialization constantsreduz