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Redot Engine – Multi-platform 2D and 3D game engine
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path:
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servers
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rendering
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renderer_scene_cull.h
Commit message (
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Author
Age
Files
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*
Merge pull request #53523 from Calinou/remove-occlusion-color
Rémi Verschelde
2021-10-07
1
-1
/
+1
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*
Remove unimplemented `Environment.ambient_light_occlusion_color` property
Hugo Locurcio
2021-10-07
1
-1
/
+1
*
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Replace references to VisualServer in code comments with RenderingServer
Hugo Locurcio
2021-10-07
1
-1
/
+1
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/
*
Implement more rendering options as specialization constants
reduz
2021-07-19
1
-0
/
+3
*
Use specialization constants in clustered renderer
reduz
2021-07-12
1
-0
/
+13
*
Fix Render Info
reduz
2021-07-03
1
-2
/
+2
*
Clean up RenderingServer and its bindings
reduz
2021-07-01
1
-4
/
+0
*
Improve RID_Owner memory usage
reduz
2021-06-29
1
-3
/
+3
*
Fix crash in visibility range system.
jfons
2021-06-19
1
-1
/
+1
*
Refactor VisibilityNotifier3D
reduz
2021-06-16
1
-0
/
+19
*
Implement visibility range and dependencies.
jfons
2021-06-14
1
-18
/
+72
*
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-13
1
-4
/
+3
*
Rename GI Classes
reduz
2021-06-05
1
-12
/
+12
*
Rename Transform to Transform3D in core
Aaron Franke
2021-06-03
1
-10
/
+10
*
Fix typos with codespell
Rémi Verschelde
2021-05-20
1
-1
/
+1
*
Implement Particle Trails
reduz
2021-04-30
1
-0
/
+2
*
Implement occlusion culling
jfons
2021-04-23
1
-6
/
+22
*
Rename get_surface_material to get_surface_override_material
clayjohn
2021-04-14
1
-1
/
+1
*
Make Servers truly Thread Safe
reduz
2021-02-10
1
-9
/
+17
*
Improve SDFGI indirect light feedback loop
reduz
2021-02-07
1
-1
/
+1
*
Simplify Volumetric Fog
reduz
2021-02-06
1
-3
/
+1
*
Added temporal reprojection to Volumetric Fog
reduz
2021-02-05
1
-1
/
+1
*
Rewrote how barriers work for faster rendering
reduz
2021-02-04
1
-4
/
+9
*
Shadow map rendering optimization
reduz
2021-01-24
1
-2
/
+2
*
Several GI related optimizations and fixes
reduz
2021-01-24
1
-0
/
+3
*
Threaded optimizations to cull and render
reduz
2021-01-05
1
-22
/
+131
*
Rewrite render code to be more cache and thread friendly.
reduz
2021-01-05
1
-11
/
+39
*
Reorganize renderer code.
reduz
2021-01-05
1
-13
/
+86
*
Update copyright statements to 2021
Rémi Verschelde
2021-01-01
1
-2
/
+2
*
Rewrite culling to be more cache/thread friendly.
reduz
2020-12-26
1
-26
/
+200
*
Replace Octree by DynamicBVH in cull code
reduz
2020-12-23
1
-65
/
+140
*
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-21
1
-2
/
+2
*
Increase the default Camera Zfar to 4000
Hugo Locurcio
2020-12-19
1
-1
/
+1
*
Implement automatic LOD (Level of Detail)
reduz
2020-12-18
1
-5
/
+6
*
Reimplement skeletons and blend shapes
reduz
2020-12-16
1
-0
/
+2
*
RenderingServer reorganization
reduz
2020-12-04
1
-0
/
+583