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path: root/servers/xr/xr_interface_extension.cpp
AgeCommit message (Collapse)Author
2022-11-14Remove redefinition of `notification` method in `XRInterfaceExtension`Raul Santos
2022-11-02Style: Misc docs and comment style and language fixesRémi Verschelde
- Removed empty paragraphs in XML. - Consistently use bold style for "Example:", on a new line. - Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`). - Fix invalid usage of backticks for inline code in BBCode. - Fix some American/British English spelling inconsistencies. - Other minor fixes spotted along the way, including typo fixes with codespell. - Don't specify `@GlobalScope` for `enum` and `constant`.
2022-10-19Simplify GDVIRTUAL_CALL callskobewi
2022-10-05Merge pull request #66898 from aaronfranke/proj-mat-columnsRémi Verschelde
Rename Projection `matrix` to `columns`
2022-10-05Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-06-28Split dependency logicBastiaan Olij
Split FOG Split visibility notifier Final cleanup of storage classes
2022-04-17Merge canvas and decal into TextureStorage and add render targetBastiaan Olij
2022-01-26Improve XRInterface hooks into renderingBastiaan Olij
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-20Fix double _get_tracking_status declarationBastiaan Olij
2021-10-19Add support for returning the play area from XRInterfaceBastiaan Olij
2021-10-17Rework XR positional trackersBastiaan Olij
2021-09-28Fix access to render target texture for XR interfacesBastiaan Olij
2021-09-21Change to using doubles in XR classesBastiaan Olij
2021-09-09Expose Vulkan internal values for access from extensionsBastiaan Olij
2021-09-07Merge pull request #52205 from BastiaanOlij/blit_source_rectBastiaan Olij
Add source rectangle to blit
2021-09-05Add missing parameter names to _commit_views GDVIRTUAL_BINDBastiaan Olij
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij