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Godot with FMOD integration
RayHammer
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rendering_server.h
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Author
2022-03-04
Remove unused `shadow_color` property from Light3D
Hugo Locurcio
2022-03-04
Merge pull request #58512 from Calinou/light3d-add-distance-fade
Rémi Verschelde
2022-02-28
Fix typo in SSR roughness quality enum value names
Hugo Locurcio
2022-02-25
Implement distance fade properties in OmniLight3D and SpotLight3D
Hugo Locurcio
2022-02-10
Merge pull request #39965 from Calinou/tweak-sdfgi-defaults
Rémi Verschelde
2022-02-10
Merge pull request #57628 from Calinou/shadow-atlas-default-enable-16-bits
Rémi Verschelde
2022-02-08
Fix BLEND_SHAPE_MASK
reduz
2022-02-06
Tweak default SDFGI settings for better quality
Hugo Locurcio
2022-02-04
Enable 16-bit shadow atlas by default in the RenderingServer methods
Hugo Locurcio
2022-01-26
Merge pull request #54574 from Ansraer/glow_map
Rémi Verschelde
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
2022-01-17
Allow using between 1 and 8 cascades for SDFGI
Hugo Locurcio
2022-01-12
Optimize include files to improve `shader_language.h` compilation speed
Yuri Roubinsky
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 #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
2021-12-14
Rename and reorder bake mode properties for consistency
Hugo Locurcio
2021-12-10
Add `RenderingServer.get_video_adapter_type()` method
Hugo Locurcio
2021-12-02
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
2021-11-06
Added SSIL post processing effect
clayjohn
2021-11-05
Use Callable in RS::request_frame_drawn_callback
Brian Semrau
2021-10-28
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
clayjohn
2021-10-25
Implement distance fade and transparency
JFonS
2021-10-21
Add Soft Very Low shadow quality mode for 3D
Hugo Locurcio
2021-10-08
Allow any floating-point value as a 3D rendering scale option
Hugo Locurcio
2021-10-07
Merge pull request #53523 from Calinou/remove-occlusion-color
Rémi Verschelde
2021-10-07
Remove unimplemented `Environment.ambient_light_occlusion_color` property
Hugo Locurcio
2021-10-07
Replace references to VisualServer in code comments with RenderingServer
Hugo Locurcio
2021-09-27
Auto LOD fixes and improvements
jfons
2021-09-13
Merge pull request #49063 from Calinou/remove-16x-msaa
Rémi Verschelde
2021-09-09
Expose Vulkan internal values for access from extensions
Bastiaan Olij
2021-08-27
Makes FontData importable resource.
bruvzg
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 real_t and double where appropriate in Particles
Aaron Franke
2021-08-09
Some work on double support
Aaron Franke
2021-08-09
Use doubles for time in many other places
Aaron Franke
2021-07-19
Implement more rendering options as specialization constants
reduz
2021-07-12
Use specialization constants in clustered renderer
reduz
2021-07-06
Restructure and reimplement vsync options
Hendrik Brucker
2021-07-03
Fix Render Info
reduz
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