Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-04-20 | Exposed RenderingDevice to script API | Juan Linietsky | |
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR. | |||
2020-04-20 | Merge pull request #37970 from SkyLucilfer/ServerTypo | Rémi Verschelde | |
Correct typo mistake of profiler_add_frame_data argument in physics 3d server | |||
2020-04-20 | Merge pull request #38039 from akien-mga/docdata-skip-unexposed | Rémi Verschelde | |
DocData: Skip unexposed classes | |||
2020-04-20 | DocData: Skip unexposed classes | Rémi Verschelde | |
Properly expose classes that we actually want accessible. | |||
2020-04-20 | doc: Sync classref with current source | Rémi Verschelde | |
Add missing enum bindings. | |||
2020-04-20 | Merge pull request #37947 from clayjohn/DOCS-rendering-update | Rémi Verschelde | |
Update many docs with recent rendering changes | |||
2020-04-18 | Ability to create local RenderingDevice instances. | Juan Linietsky | |
2020-04-17 | Correct typo mistake of profiler_add_frame_data argument in physics 3d server | SkyJJ | |
2020-04-17 | Update many docs with recent rendering changes | clayjohn | |
2020-04-17 | Merge pull request #37949 from reduz/implement-global-shader-uniforms | Rémi Verschelde | |
Implement global and per instance shader uniforms. | |||
2020-04-17 | Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size | Rémi Verschelde | |
Add light size to Sky Shaders | |||
2020-04-17 | Add light size to Sky Shaders | clayjohn | |
2020-04-17 | Implement global and per instance shader uniforms. | Juan Linietsky | |
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material. | |||
2020-04-16 | Use sky properly for ambient and reflections | clayjohn | |
2020-04-16 | Merge pull request #37869 from madmiraal/fix-36533 | Rémi Verschelde | |
Assign zero to range when ConvexPolygonShape2D is empty. | |||
2020-04-15 | Fix texture check in decal setup | clayjohn | |
2020-04-14 | Add support for projectors in spot and omni lights. | Juan Linietsky | |
2020-04-14 | Merge pull request #37861 from reduz/implement-decals | Rémi Verschelde | |
Implement decals | |||
2020-04-14 | Implement decals | Juan Linietsky | |
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h | |||
2020-04-14 | Assign zero to range when ConvexPolygonShape2D is empty. | Marcel Admiraal | |
2020-04-14 | Merge pull request #37826 from nekomatata/direct-body-state-sleep | Rémi Verschelde | |
Fix set_sleep_state in Bullet body direct state | |||
2020-04-14 | Fix set_sleep_state in Bullet body direct state | PouleyKetchoupp | |
It was inverted, it should set the body to be active when sleep is disabled. | |||
2020-04-13 | Fixes leak with CopyToFbShaderRD | qarmin | |
2020-04-13 | Merge pull request #37749 from clayjohn/Vulkan-improved-ss | Rémi Verschelde | |
Add vogel filter and settings to soft shadows | |||
2020-04-12 | Implement MSAA | Juan Linietsky | |
2020-04-12 | Merge pull request #37819 from reduz/implement-fxaa | Juan Linietsky | |
Add screen space AA option, with FXAA implementation. | |||
2020-04-12 | Add screen space AA option, with FXAA implementation. | Juan Linietsky | |
2020-04-12 | Merge pull request #37822 from nekomatata/rigid-body-force-pos | Rémi Verschelde | |
Fix add_force in Godot Physics RigidBody | |||
2020-04-12 | Fix add_force in Godot Physics RigidBody | PouleyKetchoupp | |
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does. | |||
2020-04-11 | Merge pull request #37808 from reduz/port-effects-to-compute | Juan Linietsky | |
Moved most of the effect code to compute. | |||
2020-04-11 | Moved most of the effect code to compute. | Juan Linietsky | |
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan | |||
2020-04-11 | Merge pull request #37794 from clayjohn/VULKAN-SSS-sky | Rémi Verschelde | |
Fix SSS affecting Sky | |||
2020-04-11 | Fix SSS affecting Sky | clayjohn | |
2020-04-10 | Add proper quality settings to soft shadows | clayjohn | |
2020-04-10 | Shows proper scene render time in editor info | Juan Linietsky | |
Also fixed GPU profiler, which was not working on nvidia hardware. | |||
2020-04-10 | Merge pull request #37383 from WARIO-MDMA/godotphysics-rename | Rémi Verschelde | |
Rename "GodotPhysics" to "GodotPhysics{2D,3D}" | |||
2020-04-10 | Merge pull request #37662 from qarmin/rasterizer_server_last | Rémi Verschelde | |
Free items before finishing rendering server | |||
2020-04-10 | Merge pull request #37722 from reduz/implement-softshadows | Rémi Verschelde | |
Support light size and soft shadows | |||
2020-04-09 | Support light size and soft shadows | Juan Linietsky | |
2020-04-09 | Renaming all ARVR nodes to XR | Bastiaan Olij | |
2020-04-09 | Merge pull request #36919 from nekomatata/android-vulkan-rendering | Rémi Verschelde | |
Vulkan rendering support on Android | |||
2020-04-09 | Rename "GodotPhysics" to "GodotPhysics{2D,3D}" | WARIO-MDMA | |
2020-04-08 | Refactored shadowmapping. | Juan Linietsky | |
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260 | |||
2020-04-08 | Display Server support | PouleyKetchoupp | |
2020-04-07 | Tweak rendering quality property hint strings for consistency | Hugo Locurcio | |
- Include a performance indication for all hints, not just for non-default values. - Fix leading/trailing whitespace in some property hints. | |||
2020-04-07 | Free items before finishing rendering server | qarmin | |
2020-04-04 | Fixed leak with SpecularMergeShaderRD | qarmin | |
2020-04-04 | Re-implement subsurface scattering. | Juan Linietsky | |
The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit. | |||
2020-04-03 | Merge pull request #37438 from clayjohn/VULKAN-sky-invert | Rémi Verschelde | |
Invert Sky subpass cubemap z direction | |||
2020-04-03 | Fix C# bindings after recent breaking changes | Ignacio Etcheverry | |