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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-252-2/+2
* Use integer types in Image and ImageTexture methodsFireForge2022-07-181-3/+3
* SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde2022-07-021-3/+1
* add support for soft shadows to the lightmapperPriyansh Rathi2022-06-244-45/+98
* Clean up Hash Functionsreduz2022-06-201-15/+15
* Merge pull request #60723 from reduz/refactor-module-initializationRémi Verschelde2022-05-042-4/+13
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| * Refactor module initializationreduz2022-05-042-4/+13
* | Rename Basis "elements" to "rows"Aaron Franke2022-04-291-9/+9
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* String: Remove TTR and DTR defines in non-tools buildRémi Verschelde2022-03-281-14/+15
* Change some math macros to constexprkobewi2022-03-091-2/+2
* Add a UniformSet cachereduz2022-03-061-34/+34
* RendererRD: Remove binding specifier for push constantsRémi Verschelde2022-02-113-5/+5
* Use fill() to fill an entire image instead of setting pixels individually.Anilforextra2022-01-081-5/+1
* Update copyright statements to 2022Rémi Verschelde2022-01-034-8/+8
* GPULightmapper: better algorithm to generate rays for indirect lightingWilliam Deurwaarder2021-11-191-12/+34
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-7/+7
* GPULightmapper: execute dilate also after denoiseWilliam Deurwaarder2021-10-161-0/+8
* GPULightmapper: execute dilate before denoiseWilliam Deurwaarder2021-10-162-60/+67
* GPULightmapper: increase ray triangle hit rateWilliam Deurwaarder2021-10-151-1/+2
* Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loopRémi Verschelde2021-10-131-1/+1
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| * GPULightmapper: prevent loop with max iterationsWilliam Deurwaarder2021-10-121-1/+1
* | Merge pull request #53743 from williamd67/GPULightmapper-process-rays-to-skyRémi Verschelde2021-10-131-10/+12
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| * | GPULightmapper: process rays to sky in all bounces as activeWilliam Deurwaarder2021-10-121-10/+12
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* / GPULightmapper: skip smoothen positions for flat trianglesWilliam Deurwaarder2021-10-122-1/+15
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* GPULightmapper exclude back-face triangles while calculating bouncesWilliam Deurwaarder2021-09-141-36/+37
* GPULightmapper's triangles and their bounding box will be in-syncWilliam Deurwaarder2021-09-115-64/+41
* Implement Binary Shader Compilationreduz2021-07-261-8/+8
* Implement the ability to disable classesreduz2021-07-131-1/+1
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-17/+17
* Assorted fixes to UV unwrapping and GPU lightmapperjfons2021-05-034-62/+54
* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-4/+4
* Refactor GLSL shader compilationreduz2021-04-143-5/+5
* Reorganize Project Settingsreduz2021-02-182-22/+22
* Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-51/+51
* Invert spotlight angle attenuationjfons2021-02-074-10/+13
* Reorganize RenderingDevice barriersreduz2021-01-261-2/+2
* Change the light attenuation formulas.reduz2021-01-051-1/+10
* Update copyright statements to 2021Rémi Verschelde2021-01-014-8/+8
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
* Static analyzer fixes:bruvzg2020-12-091-1/+0
* Rename RD texture "type" to "texture_type"Aaron Franke2020-12-041-3/+3
* Rename RD uniform "type" to "uniform_type"Aaron Franke2020-12-041-34/+34
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-073-3/+3
* Add override keywords.Marcel Admiraal2020-07-101-16/+16
* Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)2020-05-271-6/+6
* GLSL: Change shader type specifier from [vertex] to #[vertex]Rémi Verschelde2020-05-184-69/+35
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-144-0/+17
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-146-52/+0
* Style: Fix missing/invalid copyright headersRémi Verschelde2020-05-142-0/+60
* New lightmapperJuan Linietsky2020-05-1010-0/+3138