Commit History

Autor SHA1 Mensaxe Data
  Aarni Koskela f134769506 Fix various typos hai 8 meses
  kobewi ceefc0d38a Implement 2D instance shader parameters %!s(int64=2) %!d(string=hai) anos
  HP van Braam 062d74bb9c Fix ubsan reported errors in rendering hai 8 meses
  rune-scape d58b2e879f Get rid of easily removable uses of const_cast hai 1 ano
  David House 7e3d480087 Created static method and moved _particles_set_view_axis over to it to allow calling on render thread. hai 9 meses
  Thaddeus Crews 11b90086b7 Merge pull request #96705 from elmajime/camera_from_external_feed hai 10 meses
  maxime.chambefort 6f846eb5c5 Added external camera feed from external plugin on Android hai 1 ano
  Thaddeus Crews cfc05c5e0f Merge pull request #85338 from EMBYRDEV/shadow-caster-mask hai 10 meses
  Dario e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile. hai 1 ano
  BlueCube3310 ef9bb1a207 Implement support for bicubic lightmap filtering hai 1 ano
  Hannah Crawford a54b71bbdf Add `shadow_caster_mask` to Light3D. hai 1 ano
  Ricardo Buring 2f8ab4a654 Fixed Timestep Interpolation (3D) hai 1 ano
  lawnjelly 691854d589 Jitter raster occlusion camera to reduce false positives. hai 1 ano
  Aaron Franke 9e0b38ecd3 Disable XR server when compiling without 3D hai 1 ano
  Bastiaan Olij 5a98845655 Implement hooks into renderer %!s(int64=2) %!d(string=hai) anos
  Eidolon 08f4560e69 Add optional depth fog %!s(int64=3) %!d(string=hai) anos
  lawnjelly 4577dfdb67 Shadow volume culling and tighter shadow caster culling hai 1 ano
  Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support. hai 1 ano
  Dario 293302ccd8 Add motion vector support for GPU 3D Particles. %!s(int64=2) %!d(string=hai) anos
  Bastiaan Olij 1a128fcccd Properly clear material slots on mesh instance when material is freed %!s(int64=2) %!d(string=hai) anos
  clayjohn 56450fb179 Implement cull_mask for decals and lights in mobile and compatibility backends %!s(int64=2) %!d(string=hai) anos
  Ricardo Buring 497f5576c1 Fix MultiMesh visible_instance_count being ignored after the first frame %!s(int64=2) %!d(string=hai) anos
  Rémi Verschelde d95794ec8a One Copyright Update to rule them all %!s(int64=2) %!d(string=hai) anos
  Markus Grafen 041b64ea7e visual instance layers are regarded during shadow culling %!s(int64=2) %!d(string=hai) anos
  Rémi Verschelde 1cab6c91e9 Merge pull request #69998 from BastiaanOlij/sorting-pivot-4 %!s(int64=2) %!d(string=hai) anos
  Bastiaan Olij 6f4f38db07 Added options for sorting transparent objects (port of PR 63040) %!s(int64=2) %!d(string=hai) anos
  clayjohn b7088bbf52 Cache mesh AABB when modified by skeleton and update instance AABB when %!s(int64=2) %!d(string=hai) anos
  clayjohn 5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow %!s(int64=2) %!d(string=hai) anos
  Bastiaan Olij ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. %!s(int64=3) %!d(string=hai) anos
  clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). %!s(int64=3) %!d(string=hai) anos