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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_render.h
Commit message (
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Author
Age
Files
Lines
*
Implement hooks into renderer
Bastiaan Olij
2024-02-18
1
-1
/
+24
*
Add optional depth fog
Eidolon
2024-02-17
1
-1
/
+8
*
One Copyright Update to rule them all
Rémi Verschelde
2023-01-05
1
-29
/
+29
*
Remove high quality glow as it is not any higher quality than regular glow
clayjohn
2022-12-13
1
-1
/
+0
*
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
NumbuhFour
2022-12-03
1
-1
/
+2
*
Move cluster builder, sdfgi and gi structures to clustered renderer, move lig...
Bastiaan Olij
2022-10-04
1
-38
/
+0
*
Split rendering driver project setting into renderer_name and rendering_drive...
clayjohn
2022-09-19
1
-2
/
+2
*
Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray
Rémi Verschelde
2022-09-02
1
-1
/
+1
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\
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*
Change Array arguments to TypedArray
kobewi
2022-09-01
1
-1
/
+1
*
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Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
Rémi Verschelde
2022-09-01
1
-2
/
+4
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*
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Add Environment properties to control fog rendering on background sky
Hugo Locurcio
2022-09-01
1
-2
/
+4
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*
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Extracting render buffers and changing it to a more generic solution
Bastiaan Olij
2022-09-01
1
-7
/
+7
*
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Implement Physical Light Units as an optional setting.
clayjohn
2022-08-31
1
-19
/
+5
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/
*
Merge pull request #63527 from BastiaanOlij/rework_environment
Rémi Verschelde
2022-07-29
1
-29
/
+136
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*
Restructure environment in render implementation
Bastiaan Olij
2022-07-29
1
-29
/
+136
*
|
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Hugo Locurcio
2022-07-28
1
-1
/
+1
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/
*
Change RendererSceneRender::GeometryInstance so more code is shared among ren...
Bastiaan Olij
2022-07-27
1
-36
/
+11
*
Code quality: Fix header guards consistency
Rémi Verschelde
2022-07-25
1
-3
/
+3
*
Implement Vector4, Vector4i, Projection
reduz
2022-07-23
1
-7
/
+7
*
Rename soft shadow quality project settings for easier searching
Hugo Locurcio
2022-07-13
1
-2
/
+2
*
Initial TAA implementation
jfons
2022-06-07
1
-3
/
+4
*
Fix "ortogonal" -> "orthogonal" typo in rasterizer code
Hugo Locurcio
2022-04-26
1
-4
/
+4
*
Zero initialize all pointer class and struct members
Rémi Verschelde
2022-04-04
1
-1
/
+1
*
Improve compilation speed (forward declarations/includes cleanup)
Hendrik Brucker
2022-02-12
1
-1
/
+0
*
Enable 16-bit shadow atlas by default in the RenderingServer methods
Hugo Locurcio
2022-02-04
1
-2
/
+2
*
add support for glow maps
Ansraer
2022-01-20
1
-1
/
+1
*
Allow using between 1 and 8 cascades for SDFGI
Hugo Locurcio
2022-01-17
1
-1
/
+1
*
Added material_overlay property to MeshInstance3D
Fernando Cosentino
2022-01-05
1
-0
/
+1
*
Merge pull request #56305 from Calinou/rename-lod-threshold
Rémi Verschelde
2022-01-04
1
-1
/
+1
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*
Rename Lod Threshold to Mesh Lod Threshold
Hugo Locurcio
2021-12-29
1
-1
/
+1
*
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Merge pull request #51206 from clayjohn/Vulkan-ASSGI
Rémi Verschelde
2022-01-04
1
-1
/
+3
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*
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Added SSIL post processing effect
clayjohn
2021-11-06
1
-1
/
+3
*
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Update copyright statements to 2022
Rémi Verschelde
2022-01-03
1
-2
/
+2
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/
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*
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Implemented AMD's FSR as a computer shader for upscaling 3D scenes
Je06jm
2021-11-23
1
-1
/
+1
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/
*
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
clayjohn
2021-10-28
1
-2
/
+8
*
Implement distance fade and transparency
JFonS
2021-10-25
1
-0
/
+3
*
Remove unimplemented `Environment.ambient_light_occlusion_color` property
Hugo Locurcio
2021-10-07
1
-1
/
+1
*
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
/
+2
*
Fix Render Info
reduz
2021-07-03
1
-1
/
+2
*
Add stereoscopic rendering through multiview
Bastiaan Olij
2021-06-13
1
-3
/
+21
*
Rename GI Classes
reduz
2021-06-05
1
-7
/
+7
*
Rename Transform to Transform3D in core
Aaron Franke
2021-06-03
1
-10
/
+10
*
Implement occlusion culling
jfons
2021-04-23
1
-1
/
+1
*
Remove low_end option from renderer, being replaced by separate implementation
Bastiaan Olij
2021-04-09
1
-2
/
+0
*
Make Servers truly Thread Safe
reduz
2021-02-10
1
-5
/
+8
*
Improve SDFGI indirect light feedback loop
reduz
2021-02-07
1
-1
/
+1
*
Simplify Volumetric Fog
reduz
2021-02-06
1
-4
/
+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
-5
/
+23
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