Commit message (Collapse) | Author | Age | Files | Lines | |
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* | New OpenGL batching canvas renderer | clayjohn | 2022-01-11 | 1 | -133/+0 |
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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! | ||||
* | Added support for uniform arrays in shaders | Yuri Roubinsky | 2021-10-04 | 1 | -0/+1 |
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* | Scale color output in the mobile renderer to provide HDR support | Bastiaan Olij | 2021-08-23 | 1 | -0/+1 |
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* | Refactor GLSL shader compilation | reduz | 2021-04-14 | 1 | -11/+12 |
| | | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process(). | ||||
* | Allow passing varying from fragment to light shader function | Yuri Roubinsky | 2021-02-11 | 1 | -0/+1 |
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* | Update copyright statements to 2021 | Rémi Verschelde | 2021-01-01 | 1 | -2/+2 |
| | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | ||||
* | RenderingServer reorganization | reduz | 2020-12-04 | 1 | -0/+129 |