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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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servers
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rendering_server.cpp
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Author
2021-12-02
Fixed minimum size of aabb in ImmediateMesh to draw only one vertex
Silc 'Tokage' Renew
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
2021-11-05
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
2021-08-09
Some work on double support
Aaron Franke
2021-08-01
Handle 32-bit and 64-bit floats for tangents/weights in RenderingServer
Aaron Franke
2021-07-30
Expose Vulkan's clustered and mobile backends in the project manager
Hugo Locurcio
2021-07-25
Use const references where possible for List range iterators
Rémi Verschelde
2021-07-23
Use C++ iterators for Lists in many situations
Aaron Franke
2021-07-20
Merge pull request #50618 from reduz/implement-more-specialization-constants
Rémi Verschelde
2021-07-19
Implement more rendering options as specialization constants
reduz
2021-07-19
Explicitly cast to float when creating a float array
Aaron Franke
2021-07-06
Fix warning message spam when a VoxelGI node is selected in the editor
Hugo Locurcio
2021-07-03
Fix Render Info
reduz
2021-07-02
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
Hugo Locurcio
2021-07-01
Merge pull request #50040 from reduz/fix-renderingserver-bindings
Rémi Verschelde
2021-07-01
Clean up RenderingServer and its bindings
reduz
2021-06-30
Import mesh colors in 8BPP.
reduz
2021-06-30
Deprecate ImmediateGeometry
reduz
2021-06-14
Implement visibility range and dependencies.
jfons
2021-06-13
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-11
Merge pull request #47835 from mortarroad/master-lossless-webp
Rémi Verschelde
2021-06-11
Fix tangent importing
reduz
2021-06-11
Implement lossless WebP encoding
Morris Tabor
2021-06-05
Rename GI Classes
reduz
2021-05-31
Implement shader caching
reduz
2021-05-20
Fix typos with codespell
Rémi Verschelde
2021-05-11
Fixes missng 2D engine bits
reduz
2021-05-03
Assorted fixes to UV unwrapping and GPU lightmapper
jfons
2021-05-03
Create mobile renderer
Bastiaan Olij
2021-05-01
fix-tangents-on-rendering-server
Stefan Boronczyk
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