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Godot with FMOD integration
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2021-08-23
Merge pull request #51947 from AnilBK/redundant-assignments
Michael Alexsander
2021-08-23
Scale color output in the mobile renderer to provide HDR support
Bastiaan Olij
2021-08-23
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Bastiaan Olij
2021-08-22
Replace HTTP links with HTTPS for sites with HTTPS versions
Aaron Franke
2021-08-22
Fixed non-uniform scaling of normals
Duarte David
2021-08-22
Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog
Michael Alexsander
2021-08-22
Fix multiview defines in tonemap shader
Bastiaan Olij
2021-08-21
Remove redundant assignments.
Anilforextra
2021-08-21
Fix ItemList layout (+EditorFileDialog)
Hendrik Brucker
2021-08-19
Fix compilation warnings in Shape2DSW/Shape3DSW
PouleyKetchoupp
2021-08-19
Improvements to SpotLight3D and OmniLight3D's shadows
jfons
2021-08-19
Fix incorrect checking of uniform set to prevent error spam (2)
Yuri Roubinsky
2021-08-18
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
Rémi Verschelde
2021-08-18
Merge pull request #51792 from Chaosus/removed_restart
Rémi Verschelde
2021-08-18
More fixes to mobile renderer
reduz
2021-08-18
Add comments at the top of each built-in shader to ease debugging
Hugo Locurcio
2021-08-17
Fixes to mobile renderer
reduz
2021-08-17
One-directional layer check for Area vs. RigidBody/SoftBody/Area
PouleyKetchoupp
2021-08-17
Removed `RESTART` built-in from `start` particle shader function
Yuri Roubinsky
2021-08-17
Fix incorrect uniform buffer size for particles
Yuri Roubinsky
2021-08-16
Epsilon check for angular velocity in Body3DSW
LoipesMas
2021-08-16
Merge pull request #51635 from reduz/further-mobile-optimizations
Juan Linietsky
2021-08-16
Merge pull request #51645 from fabriceci/improve-physics-api
Rémi Verschelde
2021-08-16
Merge pull request #50785 from jeffrey-cochran/softbody-areas
Rémi Verschelde
2021-08-16
Makes a clear error message if shader compilation failed
Yuri Roubinsky
2021-08-15
Enabled softbody-area collision (intersection) and enabled area-specific grav...
Jeffrey Cochran
2021-08-16
Moved disabling bokeh shader variants to before the version_create call
Bastiaan Olij
2021-08-15
API improvement on physics, mainly CharacterBody
fabriceci
2021-08-15
Fix read from screen and depth texture
Bastiaan Olij
2021-08-14
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rémi Verschelde
2021-08-14
Rename LineShape2D to WorldMarginShape2D
Hugo Locurcio
2021-08-13
More optimizations on the mobile renderer.
reduz
2021-08-13
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Rémi Verschelde
2021-08-13
Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol
Rémi Verschelde
2021-08-13
Add placeholder textures to ensure CameraTexture / CameraFeed always have val...
bruvzg
2021-08-13
Merge pull request #51609 from Chaosus/shader_fix_varying_error
Yuri Roubinsky
2021-08-13
Fix shader crash when using local var with the same name as varying
Yuri Roubinsky
2021-08-13
Implemented raster versions of bokeh shaders to replace broken gaussian imple...
Bastiaan Olij
2021-08-12
Merge pull request #51581 from bruvzg/camera_feed_port
Rémi Verschelde
2021-08-12
Use the Unicode multiplication symbol where relevant
Hugo Locurcio
2021-08-12
Merge pull request #51580 from aaronfranke/particles-real-double
Rémi Verschelde
2021-08-12
Merge pull request #51536 from Calinou/nearest-mipmap-use-nearest-for-minific...
Rémi Verschelde
2021-08-12
Port camera feed to the new RenderingServer API.
bruvzg
2021-08-12
Use real_t and double where appropriate in Particles
Aaron Franke
2021-08-12
Use nearest mipmaps for both minification and magnification
Hugo Locurcio
2021-08-12
Merge pull request #51532 from nekomatata/layer-mask-accessors
Rémi Verschelde
2021-08-12
Uniformize layer names, script methods and documentation
PouleyKetchoupp
2021-08-12
Merge pull request #51391 from Chaosus/shader_param_names
Rémi Verschelde
2021-08-12
Added parameter names to shader built-in function autocompletion
Yuri Roubinsky
2021-08-12
Removes an internal error report if shader fails compile
Yuri Roubinsky
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