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Redot Engine – Multi-platform 2D and 3D game engine
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servers
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rendering
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renderer_scene_cull.cpp
Commit message (
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Author
Age
Files
Lines
*
Assorted fixes to UV unwrapping and GPU lightmapper
jfons
2021-05-03
1
-1
/
+1
*
Create mobile renderer
Bastiaan Olij
2021-05-03
1
-10
/
+11
*
Implement Particle Trails
reduz
2021-04-30
1
-1
/
+4
*
Implement occlusion culling
jfons
2021-04-23
1
-11
/
+98
*
Fix reflection probe
Bastiaan Olij
2021-04-21
1
-1
/
+8
*
Rename get_surface_material to get_surface_override_material
clayjohn
2021-04-14
1
-1
/
+1
*
Reorganize Project Settings
reduz
2021-02-18
1
-2
/
+2
*
Make Servers truly Thread Safe
reduz
2021-02-10
1
-14
/
+17
*
Rewrote how barriers work for faster rendering
reduz
2021-02-04
1
-87
/
+121
*
Fix zero scaling and material mappings being mapped to wrong fields
Gordon MacPherson
2021-01-26
1
-1
/
+2
*
Added GPU based cluster builder
reduz
2021-01-19
1
-3
/
+14
*
Threaded optimizations to cull and render
reduz
2021-01-05
1
-288
/
+278
*
Rewrite render code to be more cache and thread friendly.
reduz
2021-01-05
1
-12
/
+12
*
Reorganize renderer code.
reduz
2021-01-05
1
-110
/
+237
*
Update copyright statements to 2021
Rémi Verschelde
2021-01-01
1
-2
/
+2
*
Rename Math::stepify to snapped
Marcel Admiraal
2020-12-28
1
-4
/
+4
*
Rename empty() to is_empty()
Marcel Admiraal
2020-12-28
1
-3
/
+3
*
Rewrite culling to be more cache/thread friendly.
reduz
2020-12-26
1
-589
/
+718
*
Cull fixes and optimizations
reduz
2020-12-24
1
-4
/
+23
*
Fix BVH to world_aabb, and call update
lawnjelly
2020-12-24
1
-2
/
+8
*
Replace Octree by DynamicBVH in cull code
reduz
2020-12-23
1
-359
/
+460
*
Implement automatic LOD (Level of Detail)
reduz
2020-12-18
1
-17
/
+28
*
Reimplement skeletons and blend shapes
reduz
2020-12-16
1
-13
/
+66
*
RenderingServer reorganization
reduz
2020-12-04
1
-0
/
+3072