Age | Commit message (Expand) | Author |
2020-02-11 | Fixed uninitialized memory bug in voxelizer | Juan Linietsky |
2020-02-11 | Use a different strategy to get textures from GPU (via buffers), for more com... | Juan Linietsky |
2020-02-11 | AO support for GIProbe (right on time for Godot Sprint!) | Juan Linietsky |
2020-02-11 | GIProbe now generates a distance field on bake using CPU, for better compatib... | Juan Linietsky |
2020-02-11 | Dynamic object support for GI Probes (a bit buggy still) | Juan Linietsky |
2020-02-11 | More GIProbe work and fixes | Juan Linietsky |
2020-02-11 | Fix Vector3 ambiguities and out of bounds init. | bruvzg |
2020-02-11 | Fixed display menu visualizations. | Juan Linietsky |
2020-02-11 | Better GIProbe quality settings. | Juan Linietsky |
2020-02-11 | Missing proper comparison for depth pre-pass. | Juan Linietsky |
2020-02-11 | GIProbes working. | Juan Linietsky |
2020-02-11 | Rewritten StreamTexture for better code reuse, added basis universal support | Juan Linietsky |
2020-02-11 | Untested support for compute shaders | Juan Linietsky |
2020-02-11 | Skeletons are now working. | Juan Linietsky |
2020-02-11 | Merge pull request #32281 from Chaosus/vk_shader_array_varying2 | Rémi Verschelde |
2020-02-11 | [Vulkan] Implement shader array support for varyings | Yuri Roubinsky |
2020-02-11 | Merge pull request #32280 from Chaosus/vk_shader_switch2 | Rémi Verschelde |
2020-02-11 | [Vulkan] Implements switch flow control operator in shaders | Yuri Roubinsky |
2020-02-11 | Properly working instancing, and compatibility fixing for old meshes | Juan Linietsky |
2020-02-11 | Visual GPU profiler and related profiling support in Vulkan. | Juan Linietsky |
2020-02-11 | Proper texture reloading (was broken). | Juan Linietsky |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky |
2020-02-11 | Reflection probes working | Juan Linietsky |
2020-02-11 | Directional light cleanup. | Juan Linietsky |
2020-02-11 | Directional lights and shadow mapping are functional. | Juan Linietsky |
2020-02-11 | Rewrote large part of rendering, omni and spot shadows now work. | Juan Linietsky |
2020-02-11 | Tonemapping ported (not all parameters supported yet, only enough to get corr... | Juan Linietsky |
2020-02-11 | Environment sky more or less working. | Juan Linietsky |
2020-02-11 | Merge pull request #31527 from Chaosus/vk_shader_array_support2 | Rémi Verschelde |
2020-02-11 | [Vulkan] Implemented local shader arrays | Yuri Roubinski |
2020-02-11 | Merge pull request #31526 from Chaosus/shader_bug_vk2 | Rémi Verschelde |
2020-02-11 | [Vulkan] Fix ternary operator shader compiler expression | Yuri Roubinski |
2020-02-11 | [Vulkan] Implemented do/while loops for shaders | Yuri Roubinski |
2020-02-11 | Yay very basic 3D (only white) finally shows. | Juan Linietsky |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky |
2020-02-11 | Vulkan/RD rasterizer now does clean exit. | Juan Linietsky |
2020-02-11 | Fix comment | Juan Linietsky |
2020-02-11 | Merge pull request #29993 from bruvzg/vulkan | Rémi Verschelde |
2020-02-11 | Add runtime GLES2 / Vulkan context selection. | bruvzg |
2020-02-11 | Add static Vulkan loader. | bruvzg |
2020-02-11 | Add a system to properly update materials if the uniform set is gone (likely ... | Juan Linietsky |
2020-02-11 | Moved the shader source compilation code outside RenderingDevice and Vulkan | Juan Linietsky |
2020-02-11 | Added a spinlock template as well as a thread work pool class. | Juan Linietsky |
2020-02-11 | Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLS... | Juan Linietsky |
2020-02-11 | Custom material support seems complete. | Juan Linietsky |
2020-02-11 | Completed material/2D shader support (missing SCREEN_TEXTURE) | Juan Linietsky |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky |
2020-02-11 | Modified light rendering to make it more compatible. | Juan Linietsky |
2020-02-11 | Use a special sampler for 2D shadows, so they are softer | Juan Linietsky |