| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Merge pull request #54574 from Ansraer/glow_map | Rémi Verschelde | 2022-01-26 | 1 | -2/+12 |
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| | * | add support for glow maps | Ansraer | 2022-01-20 | 1 | -2/+12 |
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| * | | Merge pull request #53954 from Chaosus/fix_quit_errors | Rémi Verschelde | 2022-01-25 | 1 | -0/+5 |
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| | * | | Fix errors on quitting from an empty project | Yuri Roubinsky | 2021-10-18 | 1 | -0/+5 |
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| * | | | Minor fixes to shadow atlases: | jfons | 2022-01-24 | 1 | -9/+13 |
| | |/ |/| | | | | | | | | | * Erase shadow owner *before* setting it to RID(). * Add default texture in shadow atlas debug view to avoid error spam when no atlas is present. * Fix typo. | ||||
| * | | Add nodiscard to core math classes to catch c++ errors. | lawnjelly | 2022-01-20 | 1 | -2/+2 |
| | | | | | | | | | A common source of errors is to call functions (such as round()) expecting them to work in place, but them actually being designed only to return the processed value. Not using the return value in this case in indicative of a bug, and can be flagged as a warning by using the [[nodiscard]] attribute. | ||||
| * | | Merge pull request #54489 from briansemrau/texture-delete-update | Rémi Verschelde | 2022-01-19 | 1 | -1/+0 |
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| | * | | Fix materials not updating when texture replaced/deleted | Brian Semrau | 2021-11-01 | 1 | -1/+0 |
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| * | | | Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades | Rémi Verschelde | 2022-01-18 | 1 | -2/+2 |
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| | * | | | Allow using between 1 and 8 cascades for SDFGI | Hugo Locurcio | 2022-01-17 | 1 | -2/+2 |
| | | | | | | | | | | | | | | | | | | | | | | | | | This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes). | ||||
| * | | | | Fix volumetric fog memory leak on resize | clayjohn | 2022-01-17 | 1 | -0/+3 |
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| * | | | New OpenGL batching canvas renderer | clayjohn | 2022-01-11 | 1 | -5/+5 |
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| * | | | Use fill() to fill an entire image instead of setting pixels individually. | Anilforextra | 2022-01-08 | 1 | -5/+1 |
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| * | | | Merge pull request #56220 from ↵ | JFonS | 2022-01-05 | 1 | -23/+56 |
| |\ \ \ | | | | | | | | | | | | | | | | | williamd67/GPULightmapper-implement-sky-ambient-light GPULightmapper: react on sky ambient properties | ||||
| | * | | | GPULightmapper: react on sky ambient properties | William Deurwaarder | 2021-12-24 | 1 | -23/+56 |
| | | | | | | | | | | | | | | | | | | | | | The panorama texture creation, used by GPULightmapper, has been adjusted to also take the sky ambient properties into account. | ||||
| * | | | | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | 2022-01-04 | 1 | -9/+9 |
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| | * | | | | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | 2021-12-29 | 1 | -9/+9 |
| | |/ / / | | | | | | | | | | | | | | | | | This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | ||||
| * | | | | Merge pull request #51206 from clayjohn/Vulkan-ASSGI | Rémi Verschelde | 2022-01-04 | 1 | -73/+330 |
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| | * | | | | Added SSIL post processing effect | clayjohn | 2021-11-06 | 1 | -73/+330 |
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| * | | | | Update copyright statements to 2022 | Rémi Verschelde | 2022-01-03 | 1 | -2/+2 |
| | |/ / |/| | | | | | | | | Happy new year to the wonderful Godot community! | ||||
| * | | | Merge pull request #43181 from nathanfranke/string-empty | Rémi Verschelde | 2021-12-10 | 1 | -1/+1 |
| |\ \ \ | | | | | | | | | Replace String comparisons with "", String() to is_empty() | ||||
| | * | | | Replace String comparisons with "", String() to is_empty() | Nathan Franke | 2021-12-09 | 1 | -1/+1 |
| | | | | | | | | | | | | | | | | | | | | | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | ||||
| * | | | | Fix volumetric fog in combination with spotlights | Hendrik Brucker | 2021-12-08 | 1 | -2/+2 |
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| * | | | Merge pull request #51679 from Je06jm/fsr | Rémi Verschelde | 2021-11-24 | 1 | -51/+107 |
| |\ \ \ | | | | | | | | | AMD FidelityFX Super Resolution | ||||
| | * | | | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm | 2021-11-23 | 1 | -51/+107 |
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| * | | | | [macOS / iOS] Use storage buffers instead of unsupported images for the ↵ | bruvzg | 2021-11-24 | 1 | -0/+37 |
| |/ / / | | | | | | | | | | volumetric fog on MoltenVK. | ||||
| * | | | Fix default_texture_param in shader pipeline to support uniform arrays | Yuri Roubinsky | 2021-11-12 | 1 | -3/+12 |
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| * | | | Implement CameraEffects override_exposure | Dominic-ATOR | 2021-11-08 | 1 | -7/+16 |
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| * | | Merge pull request #54403 from briansemrau/fix-small-fogvolume | Rémi Verschelde | 2021-10-31 | 1 | -0/+4 |
| |\ \ | | | | | | | FogVolume don't dispatch compute with zero-dimension groups | ||||
| | * | | Disallow compute dispatch with zero dimensions. | Brian Semrau | 2021-10-30 | 1 | -0/+4 |
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| * | | | Fix error spammed to output if `FogVolume` is setted to scene | Yuri Roubinsky | 2021-10-29 | 1 | -1/+1 |
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| * | | Fix crash when opening a converted `FogMaterial` | Yuri Roubinsky | 2021-10-29 | 1 | -2/+2 |
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| * | | Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog | clayjohn | 2021-10-28 | 1 | -58/+659 |
| | | | | | | | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com> | ||||
| * | | Add Soft Very Low shadow quality mode for 3D | Hugo Locurcio | 2021-10-21 | 1 | -2/+12 |
| | | | | | | | | | | | | | | | This can be used to improve 3D shadow rendering quality at little performance cost. Unlike the existing Hard setting which is limited to variable shadow blur only, it works with both fixed blur and variable blur. | ||||
| * | | Merge pull request #53790 from briansemrau/remove-distant-shadowy-void | Rémi Verschelde | 2021-10-19 | 1 | -1/+1 |
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| | * | Fix several issues with directional shadows | Brian Semrau | 2021-10-14 | 1 | -1/+1 |
| | | | | | | | | | | | | | - Internally disable blend splits in orthogonal directional shadow mode - Fix soft shadows ignoring fade and blend_splits - Fix soft shadow edge stability | ||||
| * | | Swap args of Plane(point, normal) constructor | mennomax | 2021-10-15 | 1 | -3/+3 |
| |/ | | | | Now (normal, point) | ||||
| * | Remove unimplemented `Environment.ambient_light_occlusion_color` property | Hugo Locurcio | 2021-10-07 | 1 | -8/+2 |
| | | | | | | | | This property was intended to provide a way to have SSAO or VoxelGI ambient occlusion with a color other than black. However, it was dropped during the Vulkan renderer development due to the performance overhead it caused when the feature wasn't used. | ||||
| * | Use range iterators for `Map` | Lightning_A | 2021-09-30 | 1 | -4/+4 |
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| * | Rename RID's `getornull()` to `get_or_null()` | Hugo Locurcio | 2021-09-29 | 1 | -153/+153 |
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| * | Fix access to render target texture for XR interfaces | Bastiaan Olij | 2021-09-28 | 1 | -0/+7 |
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| * | Construct values only when necessary. | Anilforextra | 2021-09-25 | 1 | -10/+4 |
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| * | Construct values only when necessary. | Anilforextra | 2021-09-23 | 1 | -1/+1 |
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| * | Optionally scale 3D render content | Bastiaan Olij | 2021-08-26 | 1 | -4/+6 |
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| * | Scale color output in the mobile renderer to provide HDR support | Bastiaan Olij | 2021-08-23 | 1 | -0/+6 |
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| * | Improvements to SpotLight3D and OmniLight3D's shadows | jfons | 2021-08-19 | 1 | -75/+173 |
| | | | | | | | | | | | | | | | | | | OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations. | ||||
| * | Fixes to mobile renderer | reduz | 2021-08-17 | 1 | -3/+5 |
| | | | | | | | * Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected. | ||||
| * | Fix read from screen and depth texture | Bastiaan Olij | 2021-08-15 | 1 | -0/+103 |
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| * | Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster | Rémi Verschelde | 2021-08-14 | 1 | -3/+73 |
| |\ | | | | | Rewrote raster DOF shader to using BOKEH | ||||
| | * | Implemented raster versions of bokeh shaders to replace broken gaussian ↵ | Bastiaan Olij | 2021-08-13 | 1 | -3/+73 |
| | | | | | | | | | implementation | ||||
