Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-11-14 | Remove redefinition of `notification` method in `XRInterfaceExtension` | Raul Santos | |
2022-11-02 | Style: Misc docs and comment style and language fixes | Rémi 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`. | |||
2022-10-19 | Simplify GDVIRTUAL_CALL calls | kobewi | |
2022-10-05 | Merge pull request #66898 from aaronfranke/proj-mat-columns | Rémi Verschelde | |
Rename Projection `matrix` to `columns` | |||
2022-10-05 | Adding getters to RenderTarget and implementing override functionality for XR | Bastiaan Olij | |
2022-10-04 | Rename Projection `matrix` to `columns` | Aaron Franke | |
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
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. | |||
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-06-28 | Split dependency logic | Bastiaan Olij | |
Split FOG Split visibility notifier Final cleanup of storage classes | |||
2022-04-17 | Merge canvas and decal into TextureStorage and add render target | Bastiaan Olij | |
2022-01-26 | Improve XRInterface hooks into rendering | Bastiaan Olij | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-10-20 | Fix double _get_tracking_status declaration | Bastiaan Olij | |
2021-10-19 | Add support for returning the play area from XRInterface | Bastiaan Olij | |
2021-10-17 | Rework XR positional trackers | Bastiaan Olij | |
2021-09-28 | Fix access to render target texture for XR interfaces | Bastiaan Olij | |
2021-09-21 | Change to using doubles in XR classes | Bastiaan Olij | |
2021-09-09 | Expose Vulkan internal values for access from extensions | Bastiaan Olij | |
2021-09-07 | Merge pull request #52205 from BastiaanOlij/blit_source_rect | Bastiaan Olij | |
Add source rectangle to blit | |||
2021-09-05 | Add missing parameter names to _commit_views GDVIRTUAL_BIND | Bastiaan Olij | |
2021-08-29 | Add source rectangle to blit | Bastiaan Olij | |
2021-08-26 | Adding GDExtension support to XRInterface | Bastiaan Olij | |