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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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rendering_server.cpp
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Author
2022-02-08
Fix BLEND_SHAPE_MASK
reduz
2022-01-26
Merge pull request #54574 from Ansraer/glow_map
Rémi Verschelde
2022-01-20
Rename or refactor macros to avoid leading underscores
Omar Polo
2022-01-20
Merge pull request #55360 from Calinou/rename-bake-mode-properties
Rémi Verschelde
2022-01-20
add support for glow maps
Ansraer
2022-01-19
Revert "Add new scaling modes for splash screen"
Rémi Verschelde
2022-01-18
Add new scaling modes for splash screen
Samuel Pedrajas
2022-01-18
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades
Rémi Verschelde
2022-01-17
Allow using between 1 and 8 cascades for SDFGI
Hugo Locurcio
2022-01-14
Remove support for PVRTC texture encoding and decoding
Hugo Locurcio
2022-01-12
Optimize include files to improve `shader_language.h` compilation speed
Yuri Roubinsky
2022-01-07
Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolution
Rémi Verschelde
2022-01-06
Expose RenderingServer SSIL quality setter methods
Hugo Locurcio
2022-01-05
Added material_overlay property to MeshInstance3D
Fernando Cosentino
2022-01-04
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Rémi Verschelde
2022-01-04
Merge pull request #56305 from Calinou/rename-lod-threshold
Rémi Verschelde
2022-01-04
Merge pull request #55386 from Calinou/allow-disable-depth-prepass
Rémi Verschelde
2022-01-04
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
Rémi Verschelde
2022-01-03
Update copyright statements to 2022
Rémi Verschelde
2021-12-29
Rename Lod Threshold to Mesh Lod Threshold
Hugo Locurcio
2021-12-22
Expose RenderingServer GI half resolution setter method
Hugo Locurcio
2021-12-14
Rename and reorder bake mode properties for consistency
Hugo Locurcio
2021-12-10
Add `RenderingServer.get_video_adapter_type()` method
Hugo Locurcio
2021-12-07
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive
Rémi Verschelde
2021-12-02
Fixed minimum size of aabb in ImmediateMesh to draw only one vertex
Silc 'Tokage' Renew
2021-11-27
Allow disabling the depth prepass in the Vulkan Clustered backend
Hugo Locurcio
2021-11-26
PackedByteArray, Array slice end exclusive, rename subarray to slice
Nathan Franke
2021-11-23
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
Je06jm
2021-11-12
Fix default_texture_param in shader pipeline to support uniform arrays
Yuri Roubinsky
2021-11-06
Added SSIL post processing effect
clayjohn
2021-11-05
Use Callable in RS::request_frame_drawn_callback
Brian Semrau
2021-10-31
Use OpenGL 3.3 core profile instead of compatibility profile
Clay John
2021-10-28
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
clayjohn
2021-10-25
Implement distance fade and transparency
JFonS
2021-10-22
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering
Rémi Verschelde
2021-10-21
Add Soft Very Low shadow quality mode for 3D
Hugo Locurcio
2021-10-20
doctool: Fix differences between headless and Vulkan rendering backends
Rémi Verschelde
2021-10-09
Fix auto LOD generation for blendshapes.
Joan Fons
2021-10-08
Allow any floating-point value as a 3D rendering scale option
Hugo Locurcio
2021-10-07
Remove unimplemented `Environment.ambient_light_occlusion_color` property
Hugo Locurcio
2021-10-03
GLTF for game templates.
K. S. Ernest (iFire) Lee
2021-10-01
Implement TextServer GDExtension interface, remove TextServer GDNative interf...
bruvzg
2021-09-13
Merge pull request #49063 from Calinou/remove-16x-msaa
Rémi Verschelde
2021-09-10
8 uvs for glTF2, URI decode and Vertex Custom api.
Lyuma
2021-09-09
Expose Vulkan internal values for access from extensions
Bastiaan Olij
2021-08-26
Optionally scale 3D render content
Bastiaan Olij
2021-08-25
Remove 16× MSAA support due to driver bugs and low performance
Hugo Locurcio
2021-08-12
Use the Unicode multiplication symbol where relevant
Hugo Locurcio
2021-08-12
Fix the Use Nearest Mipmap Filter project setting not working
Hugo Locurcio
2021-08-11
Decrease the default depth of field bokeh quality
Hugo Locurcio
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