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Redot Engine – Multi-platform 2D and 3D game engine
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path:
root
/
servers
/
rendering_server.h
Commit message (
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Author
Age
Files
Lines
*
Use doubles for time in many other places
Aaron Franke
2021-08-09
1
-8
/
+8
*
Implement more rendering options as specialization constants
reduz
2021-07-19
1
-0
/
+23
*
Use specialization constants in clustered renderer
reduz
2021-07-12
1
-1
/
+2
*
Restructure and reimplement vsync options
Hendrik Brucker
2021-07-06
1
-1
/
+1
*
Fix Render Info
reduz
2021-07-03
1
-18
/
+19
*
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
Hugo Locurcio
2021-07-02
1
-8
/
+0
*
Clean up RenderingServer and its bindings
reduz
2021-07-01
1
-67
/
+56
*
Deprecate ImmediateGeometry
reduz
2021-06-30
1
-19
/
+4
*
Fixes to 2D viewport
reduz
2021-06-29
1
-0
/
+1
*
Implement animation slice drawing in CanvasItem
reduz
2021-06-17
1
-0
/
+1
*
Refactor VisibilityNotifier3D
reduz
2021-06-16
1
-5
/
+12
*
Refactor VisibilityNotifier
reduz
2021-06-16
1
-0
/
+2
*
Implement visibility range and dependencies.
jfons
2021-06-14
1
-2
/
+2
*
Rename GI Classes
reduz
2021-06-05
1
-38
/
+38
*
Rename Transform to Transform3D in core
Aaron Franke
2021-06-03
1
-11
/
+11
*
Support for 2D particles to collide against SDF
reduz
2021-05-23
1
-0
/
+1
*
Fixes missng 2D engine bits
reduz
2021-05-11
1
-0
/
+6
*
Implement Particle Trails
reduz
2021-04-30
1
-0
/
+14
*
Implement occlusion culling
jfons
2021-04-23
1
-0
/
+20
*
Rename get_surface_material to get_surface_override_material
clayjohn
2021-04-14
1
-1
/
+1
*
Fix negative VRAM values
Ev1lbl0w
2021-03-05
1
-1
/
+1
*
Make Servers truly Thread Safe
reduz
2021-02-10
1
-3
/
+3
*
Improve SDFGI indirect light feedback loop
reduz
2021-02-07
1
-1
/
+1
*
Simplify Volumetric Fog
reduz
2021-02-06
1
-10
/
+1
*
Added temporal reprojection to Volumetric Fog
reduz
2021-02-05
1
-1
/
+1
*
Implement shadow meshes
reduz
2021-01-25
1
-0
/
+2
*
Shadow map rendering optimization
reduz
2021-01-24
1
-2
/
+2
*
Several GI related optimizations and fixes
reduz
2021-01-24
1
-0
/
+16
*
Added GPU based cluster builder
reduz
2021-01-19
1
-1
/
+4
*
Added ability to visualize native shaders
reduz
2021-01-06
1
-0
/
+13
*
Threaded optimizations to cull and render
reduz
2021-01-05
1
-0
/
+3
*
Typo correction
Muller-Castro
2021-01-02
1
-5
/
+5
*
Update copyright statements to 2021
Rémi Verschelde
2021-01-01
1
-2
/
+2
*
Add API to get frame setup time on CPU
reduz
2020-12-24
1
-0
/
+2
*
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-21
1
-10
/
+3
*
Implement automatic LOD (Level of Detail)
reduz
2020-12-18
1
-0
/
+5
*
Reimplement skeletons and blend shapes
reduz
2020-12-16
1
-3
/
+3
*
Cleanup unused engine code
Tomasz Chabora
2020-12-09
1
-2
/
+0
*
RenderingServer reorganization
reduz
2020-12-04
1
-1
/
+1
*
Refactored Mesh internals and formats.
reduz
2020-12-02
1
-29
/
+64
*
Merge pull request #42761 from fire/color-grading-3d
Rémi Verschelde
2020-11-28
1
-1
/
+1
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*
Environment brightness, contrast, saturation restore with color correction.
clayjohn
2020-11-28
1
-1
/
+1
*
|
Merge pull request #43828 from Chaosus/restore_line_antialiasing
Yuri Roubinsky
2020-11-28
1
-1
/
+1
|
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*
|
Restored antialiased lines by emulation using triangle strips
Yuri Roubinsky
2020-11-27
1
-1
/
+1
*
|
|
Merge pull request #42987 from clayjohn/VULKAN-sky-only
Rémi Verschelde
2020-11-28
1
-0
/
+1
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Add sky_only setting to DirectionalLight3Ds
clayjohn
2020-10-21
1
-0
/
+1
*
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Implement signed distance fields for 2D shaders
reduz
2020-11-26
1
-1
/
+18
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*
|
Reorganized core/ directory, it was too fatty already
reduz
2020-11-07
1
-5
/
+5
*
|
doc: Sync classref with current source + fixup some bindings
Rémi Verschelde
2020-11-04
1
-0
/
+1
*
|
Implement DirectionalLight2D
reduz
2020-11-04
1
-9
/
+21
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