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path: root/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
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* Moving SSEffects settings into classBastiaan Olij2022-10-041-46/+0
* Move cluster builder, sdfgi and gi structures to clustered renderer, move lig...Bastiaan Olij2022-10-041-2448/+62
* Add various null checks in RenderingServerHaoyu Qiu2022-09-301-0/+1
* Fix MSVC warning C4702: unreachable codeRémi Verschelde2022-09-281-2/+0
* Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1Rémi Verschelde2022-09-221-1/+1
* Split rendering driver project setting into renderer_name and rendering_drive...clayjohn2022-09-191-2/+2
* Extract shared scene data into a separate classBastiaan Olij2022-09-151-52/+71
* Properly scale SSR reflection based on metallic value for dielectric materialsclayjohn2022-09-091-2/+2
* Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde2022-09-021-1/+1
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| * Change Array arguments to TypedArraykobewi2022-09-011-1/+1
* | Extracting render buffers and changing it to a more generic solutionBastiaan Olij2022-09-011-980/+379
* | Implement Physical Light Units as an optional setting.clayjohn2022-08-311-97/+96
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* Add a per-light volumetric fog energy propertyHugo Locurcio2022-08-301-2/+2
* Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde2022-08-301-4/+4
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| * Implement MSAA for 2D [Vulkan only]Hendrik Brucker2022-08-131-4/+4
* | Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-biasRémi Verschelde2022-08-261-0/+13
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| * | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabledHugo Locurcio2022-08-251-0/+13
* | | Rename `str2var` to `str_to_var` and similarMicky2022-08-261-4/+4
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* | Merge pull request #64110 from Geometror/fix-light-shadow-offHugo Locurcio2022-08-201-2/+8
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| * Fix OmniLight/SpotLight shadow opacity calculationHendrik Brucker2022-08-201-2/+8
* | Use negative mipmap LOD bias for sub-native bilinear 3D scaleHugo Locurcio2022-08-101-2/+1
* | Fix resource leaks in VoxelGIBastiaan Olij2022-08-091-13/+2
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* Add a shadow opacity property to Light3DHugo Locurcio2022-08-071-7/+14
* Changed storage structs to privateBastiaan Olij2022-08-011-10/+10
* Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde2022-07-291-383/+85
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| * Restructure environment in render implementationBastiaan Olij2022-07-291-383/+85
* | Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio2022-07-281-6/+4
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* Change RendererSceneRender::GeometryInstance so more code is shared among ren...Bastiaan Olij2022-07-271-7/+7
* Move Sky(RD) into environmentBastiaan Olij2022-07-261-1044/+39
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-21/+21
* Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde2022-07-231-0/+4
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| * Clean up Shader Preprocessorreduz2022-07-221-0/+4
* | Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde2022-07-221-322/+39
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| * Move screen space effects into a separate classBastiaan Olij2022-07-191-322/+39
* | Rename OSX to macOS and iPhoneOS to iOS.bruvzg2022-07-211-7/+7
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* Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-7/+35
* Rename soft shadow quality project settings for easier searchingHugo Locurcio2022-07-131-4/+4
* Merge pull request #62277 from RandomShaper/depth_buffer_no_samplingRémi Verschelde2022-07-081-1/+1
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| * Rationalize certain cases of texture usage flagsPedro J. Estébanez2022-06-271-1/+1
* | Merge pull request #62344 from BastiaanOlij/extract_dependenciesRémi Verschelde2022-07-061-36/+36
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| * | Split dependency logicBastiaan Olij2022-06-281-36/+36
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* | Merge pull request #62467 from RandomShaper/descriptor_rw_mattersRémi Verschelde2022-06-281-4/+11
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| * | Consider uniform writability part of the interface of the setPedro J. Estébanez2022-06-271-4/+11
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* / Fixed FSR. Before, it was commiting theJe06jm2022-06-271-2/+2
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* Moved cube_to_dp and cubemap logic into CopyEffectsBastiaan Olij2022-06-241-2/+2
* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-35/+34
* Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij2022-06-171-1/+1
* Tweak Light3D property hints for greater flexibilityHugo Locurcio2022-06-131-3/+9
* Initial TAA implementationjfons2022-06-071-9/+72
* Add Cone and Cylinder shapes to FogVolumeHugo Locurcio2022-05-251-1/+2