| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Split dependency logic | Bastiaan Olij | 2022-06-28 | 1 | -419/+0 |
| | | | | | | | Split FOG Split visibility notifier Final cleanup of storage classes | ||||
| * | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | 2022-06-22 | 1 | -338/+6 |
| | | |||||
| * | Ensure has_os_features is safely called as it can't be called from within ↵ | Bastiaan Olij | 2022-06-01 | 1 | -0/+4 |
| | | | | | the construct of RenderingServerDefault on which it relies | ||||
| * | Add Cone and Cylinder shapes to FogVolume | Hugo Locurcio | 2022-05-25 | 1 | -0/+2 |
| | | | | | | | This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight. | ||||
| * | Add `get_video_adapter_api_version()` to RenderingServer | Hugo Locurcio | 2022-05-03 | 1 | -0/+4 |
| | | | | | | | This method can be used to get the graphics API version currently in use (such as Vulkan). It can be used by projects for troubleshooting or statistical purposes. | ||||
| * | Moved particles into ParticlesStorage | Bastiaan Olij | 2022-04-17 | 1 | -2042/+15 |
| | | |||||
| * | Move light, reflection probe and lightmap into LightStorage | Bastiaan Olij | 2022-04-17 | 1 | -737/+17 |
| | | |||||
| * | Merge canvas and decal into TextureStorage and add render target | Bastiaan Olij | 2022-04-17 | 1 | -736/+13 |
| | | |||||
| * | Fix some issues found by cppcheck. | bruvzg | 2022-04-06 | 1 | -4/+4 |
| | | |||||
| * | Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage | Bastiaan Olij | 2022-04-02 | 1 | -1876/+24 |
| | | |||||
| * | Extract global variable, shader and material storage | Bastiaan Olij | 2022-03-31 | 1 | -2340/+28 |
| | | |||||
| * | Extract Decal and Decal atlas from Storage class | Bastiaan Olij | 2022-03-21 | 1 | -387/+10 |
| | | |||||
| * | Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum | Hugo Locurcio | 2022-03-17 | 1 | -5/+5 |
| | | | | | | | | | | | 3 options are available: - Light and Sky (default) - Light Only (new) - Sky Only (equivalent to `use_in_sky_only = true`) Co-authored by: clayjohn <claynjohn@gmail.com> | ||||
| * | Merge pull request #58993 from notSanil/device-limit-exceeded-fix | Rémi Verschelde | 2022-03-17 | 1 | -1/+1 |
| |\ | |||||
| | * | Fix device limit exceeding for uniform buffer | notSanil | 2022-03-16 | 1 | -1/+1 |
| | | | |||||
| * | | Split dummy renderer classes into separate files | Bastiaan Olij | 2022-03-16 | 1 | -1541/+65 |
| | | | | | | | | | Split canvas_texture_storage and texture_storage from render_storage class | ||||
| * | | Change some math macros to constexpr | kobewi | 2022-03-09 | 1 | -2/+1 |
| |/ | | | | Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`. | ||||
| * | Merge pull request #49447 from Calinou/remove-shadow-color-property | Rémi Verschelde | 2022-03-08 | 1 | -6/+0 |
| |\ | | | | | Remove unused `shadow_color` property from Light3D | ||||
| | * | Remove unused `shadow_color` property from Light3D | Hugo Locurcio | 2022-03-04 | 1 | -6/+0 |
| | | | | | | | | | | | This shadow color property was no longer effective since the shaders were optimized to improve occupancy. | ||||
| * | | Add a UniformSet cache | reduz | 2022-03-06 | 1 | -48/+51 |
| |/ | | | | | | | * Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase. | ||||
| * | Implement distance fade properties in OmniLight3D and SpotLight3D | Hugo Locurcio | 2022-02-25 | 1 | -0/+10 |
| | | | | | | | | | | | | | | This can be used to fade lights and their shadows in the distance, similar to Decal nodes. This can bring significant performance improvements, especially for lights with shadows enabled and when using higher-than-default shadow quality settings. While lights can be smoothly faded out over distance, shadows are currently "all or nothing" since per-light shadow color is no longer customizable in the Vulkan renderer. This may result in noticeable pop-in when leaving the shadow cutoff distance, but depending on the scene, it may not always be that noticeable. | ||||
| * | Fix GPUParticles2D emission offset in global coords | floppyhammer | 2022-02-22 | 1 | -0/+15 |
| | | |||||
| * | Add Particle Shader Userdata | reduz | 2022-02-15 | 1 | -13/+72 |
| | | | | | | * Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data. * This data is allocated on demand, so shaders that do not use it do not cost more. | ||||
| * | Free surface vertex_buffers after vertex_arrays due dependencies | SaracenOne | 2022-02-10 | 1 | -3/+3 |
| | | |||||
| * | Optimize and fix backbuffer gaussian blur | clayjohn | 2022-02-05 | 1 | -28/+15 |
| | | |||||
| * | Vectors: Use clear() and has(). | Anilforextra | 2022-02-02 | 1 | -1/+1 |
| | | | | | | | Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1". | ||||
| * | Merge pull request #54489 from briansemrau/texture-delete-update | Rémi Verschelde | 2022-01-19 | 1 | -14/+6 |
| |\ | |||||
| | * | Fix materials not updating when texture replaced/deleted | Brian Semrau | 2021-11-01 | 1 | -14/+6 |
| | | | |||||
| * | | Remove support for PVRTC texture encoding and decoding | Hugo Locurcio | 2022-01-14 | 1 | -73/+0 |
| | | | | | | | | | | | | | | | On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts. | ||||
| * | | Fix various typos | luz paz | 2022-01-13 | 1 | -1/+1 |
| | | | | | | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew` | ||||
| * | | New OpenGL batching canvas renderer | clayjohn | 2022-01-11 | 1 | -8/+8 |
| | | | |||||
| * | | Use fill() to fill an entire image instead of setting pixels individually. | Anilforextra | 2022-01-08 | 1 | -18/+3 |
| | | | |||||
| * | | Fix queueing a texture and regular uniform update in RD backend in succession. | SaracenOne | 2022-01-06 | 1 | -3/+3 |
| | | | |||||
| * | | Fix incorrect format and buffer used for bone weights. | bruvzg | 2022-01-05 | 1 | -1/+1 |
| | | | |||||
| * | | Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter | Rémi Verschelde | 2022-01-04 | 1 | -0/+5 |
| |\ \ | | | | | | | Add `RenderingServer.get_video_adapter_type()` method | ||||
| | * | | Add `RenderingServer.get_video_adapter_type()` method | Hugo Locurcio | 2021-12-10 | 1 | -0/+5 |
| | | | | | | | | | | | | | | | | | | | | | | This can be used to distinguish between integrated, dedicated, virtual and software-emulated GPUs. This in turn can be used to automatically adjust graphics settings, or warn users about features that may run slowly on their hardware. | ||||
| * | | | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | 2022-01-04 | 1 | -4/+4 |
| |\ \ \ | |||||
| | * | | | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | 2021-12-29 | 1 | -4/+4 |
| | | | | | | | | | | | | | | | | | | | | | This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | ||||
| * | | | | Update copyright statements to 2022 | Rémi Verschelde | 2022-01-03 | 1 | -2/+2 |
| | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! | ||||
| * | | | | Add a shader warning when the uniform buffer limit is exceeded | Yuri Roubinsky | 2022-01-03 | 1 | -2/+2 |
| | | | | | |||||
| * | | | | Merge pull request #56187 from Chaosus/fix_default_texture | Rémi Verschelde | 2022-01-03 | 1 | -3/+6 |
| |\ \ \ \ | |||||
| | * | | | | Fix default texture of unassigned sampler with hint_normal | Yuri Roubinsky | 2021-12-23 | 1 | -3/+6 |
| | |/ / / | |||||
| * / / / | Fix incorrect updating global uniform buffer | Yuri Roubinsky | 2021-12-31 | 1 | -1/+1 |
| |/ / / | |||||
| * / / | Rename `hint_aniso` to `hint_anisotropy` in the shader language | Hugo Locurcio | 2021-12-10 | 1 | -1/+1 |
| |/ / | | | | | | | | | The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties. | ||||
| * | | Replace String comparisons with "", String() to is_empty() | Nathan Franke | 2021-12-09 | 1 | -3/+3 |
| | | | | | | | | | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | ||||
| * | | Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive | Rémi Verschelde | 2021-12-07 | 1 | -1/+1 |
| |\ \ | |||||
| | * | | PackedByteArray, Array slice end exclusive, rename subarray to slice | Nathan Franke | 2021-11-26 | 1 | -1/+1 |
| | | | | |||||
| * | | | Remove or make verbose some debugging prints | Hugo Locurcio | 2021-12-05 | 1 | -1/+0 |
| |/ / | | | | | | | | | | | The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code). | ||||
| * | | Fix `TIME` using in custom functions of particle shader | Yuri Roubinsky | 2021-11-26 | 1 | -1/+1 |
| | | | |||||
| * | | Fix uniform array alignment to fix a bug | Yuri Roubinsky | 2021-11-25 | 1 | -1/+11 |
| | | | |||||
