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path: root/servers/rendering/renderer_scene_cull.cpp
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* Added material_overlay property to MeshInstance3DFernando Cosentino2022-01-051-0/+25
* Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde2022-01-041-9/+9
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| * Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio2021-12-291-9/+9
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
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* Rename `remove()` to `remove_at()` when removing by indexLightning_A2021-11-231-1/+1
* Fix transparency state initializationjfons2021-11-121-0/+3
* Add GLES2 2D renderer + Linux display managerlawnjelly2021-10-301-0/+4
* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-3/+47
* Merge pull request #54222 from JFonS/instance-fadeRémi Verschelde2021-10-281-70/+139
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| * Implement distance fade and transparencyJFonS2021-10-251-14/+97
| * Fix state inconsistencies in visibility dependencies.jfons2021-10-251-57/+43
* | Fix shadow disabling settingsjfons2021-10-251-2/+2
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* Merge pull request #53790 from briansemrau/remove-distant-shadowy-voidRémi Verschelde2021-10-191-1/+1
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| * Fix several issues with directional shadowsBrian Semrau2021-10-141-1/+1
* | Swap args of Plane(point, normal) constructormennomax2021-10-151-1/+1
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* Use range iterators for `Map`Lightning_A2021-09-301-5/+5
* Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio2021-09-291-53/+53
* Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra2021-09-211-3/+3
* Improvements to SpotLight3D and OmniLight3D's shadowsjfons2021-08-191-8/+3
* Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde2021-08-131-71/+4
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| * Fix directional shadow biasreduz2021-07-291-71/+4
* | Some work on double supportAaron Franke2021-08-091-2/+2
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* Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde2021-07-251-3/+3
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| * Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-3/+3
* | Fix various typos with codespellluz paz2021-07-251-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-19/+17
* Use specialization constants in clustered rendererreduz2021-07-121-1/+54
* Fix Command Queue Crashreduz2021-07-071-0/+2
* Fix Render Inforeduz2021-07-031-5/+4
* Remove leftovers from the DirectionalLight3D Optimized shadow depth rangeHugo Locurcio2021-07-021-18/+7
* Clean up RenderingServer and its bindingsreduz2021-07-011-9/+0
* Deprecate ImmediateGeometryreduz2021-06-301-31/+1
* Improve RID_Owner memory usagereduz2021-06-291-12/+6
* Fix crash in visibility range system.jfons2021-06-191-2/+3
* Fix "Ignore Occlusion Culling" flag.jfons2021-06-181-1/+1
* Refactor VisibilityNotifier3Dreduz2021-06-161-0/+45
* Implement visibility range and dependencies.jfons2021-06-141-169/+474
* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-141/+93
* Rename GI Classesreduz2021-06-051-92/+92
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-22/+22
* Assorted fixes to UV unwrapping and GPU lightmapperjfons2021-05-031-1/+1
* Create mobile rendererBastiaan Olij2021-05-031-10/+11
* Implement Particle Trailsreduz2021-04-301-1/+4
* Implement occlusion cullingjfons2021-04-231-11/+98
* Fix reflection probeBastiaan Olij2021-04-211-1/+8
* Rename get_surface_material to get_surface_override_materialclayjohn2021-04-141-1/+1
* Reorganize Project Settingsreduz2021-02-181-2/+2
* Make Servers truly Thread Safereduz2021-02-101-14/+17
* Rewrote how barriers work for faster renderingreduz2021-02-041-87/+121
* Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson2021-01-261-1/+2