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path: root/servers/rendering/renderer_scene_cull.h
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* Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio2022-08-041-8/+8
* Restructure environment in render implementationBastiaan Olij2022-07-291-13/+124
* Change RendererSceneRender::GeometryInstance so more code is shared among ren...Bastiaan Olij2022-07-271-7/+7
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-3/+3
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-4/+4
* Rename soft shadow quality project settings for easier searchingHugo Locurcio2022-07-131-2/+2
* Merge pull request #62344 from BastiaanOlij/extract_dependenciesRémi Verschelde2022-07-061-16/+16
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| * Split dependency logicBastiaan Olij2022-06-281-16/+16
* | Use the Static global illumination mode in GeometryInstance3D by defaultHugo Locurcio2022-06-231-1/+1
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* Initial TAA implementationjfons2022-06-071-2/+5
* Add a new HashSet templatereduz2022-05-201-15/+15
* Replace most uses of Map by HashMapreduz2022-05-161-18/+18
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-1/+1
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-16/+16
* Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enumHugo Locurcio2022-03-171-1/+1
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-8/+3
* add support for glow mapsAnsraer2022-01-201-1/+1
* Allow using between 1 and 8 cascades for SDFGIHugo Locurcio2022-01-171-1/+1
* Added material_overlay property to MeshInstance3DFernando Cosentino2022-01-051-0/+2
* Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde2022-01-041-3/+3
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| * Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio2021-12-291-3/+3
* | Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-0/+3
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| * | Added SSIL post processing effectclayjohn2021-11-061-0/+3
* | | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
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* | Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-1/+1
* | Fix transparency state initializationjfons2021-11-121-7/+8
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* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-1/+16
* Implement distance fade and transparencyJFonS2021-10-251-3/+9
* Fix state inconsistencies in visibility dependencies.jfons2021-10-251-3/+3
* Merge pull request #53523 from Calinou/remove-occlusion-colorRémi Verschelde2021-10-071-1/+1
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| * Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio2021-10-071-1/+1
* | Replace references to VisualServer in code comments with RenderingServerHugo Locurcio2021-10-071-1/+1
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* Implement more rendering options as specialization constantsreduz2021-07-191-0/+3
* Use specialization constants in clustered rendererreduz2021-07-121-0/+13
* Fix Render Inforeduz2021-07-031-2/+2
* Clean up RenderingServer and its bindingsreduz2021-07-011-4/+0
* Improve RID_Owner memory usagereduz2021-06-291-3/+3
* Fix crash in visibility range system.jfons2021-06-191-1/+1
* Refactor VisibilityNotifier3Dreduz2021-06-161-0/+19
* Implement visibility range and dependencies.jfons2021-06-141-18/+72
* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-4/+3
* Rename GI Classesreduz2021-06-051-12/+12
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-10/+10
* Fix typos with codespellRémi Verschelde2021-05-201-1/+1
* Implement Particle Trailsreduz2021-04-301-0/+2
* Implement occlusion cullingjfons2021-04-231-6/+22
* Rename get_surface_material to get_surface_override_materialclayjohn2021-04-141-1/+1
* Make Servers truly Thread Safereduz2021-02-101-9/+17
* Improve SDFGI indirect light feedback loopreduz2021-02-071-1/+1
* Simplify Volumetric Fogreduz2021-02-061-3/+1