Commit Graph

22 Commits

Author SHA1 Message Date
c6fe923e33 Merge pull request #108516 from KoBeWi/file_graveyard
Remove unnecessary cpp files after cleanup
2025-11-14 14:23:06 -06:00
c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
bd9d1bf070 Add material debanding for use in Mobile rendering method.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-08 16:22:41 -04:00
3d1c9fd5de Move server files into their subfolders 2025-09-30 19:39:39 -07:00
d591bcc09c Remove unnecessary cpp files 2025-07-15 15:19:23 +02:00
ae04a3a5dd Physics Interpolation - Move 3D FTI to SceneTree
Moves 3D interpolation from server to the client code (`SceneTree`).
Complete rework of 3D physics interpolation, but using the same user API.
2025-04-26 14:13:30 +01:00
a4a5f4ed01 allow moving meshes without motion vectors 2025-04-25 14:25:06 +02:00
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
aea559b39a Allow to compile the engine without XR support 2025-02-25 17:07:21 -03:00
6f846eb5c5 Added external camera feed from external plugin on Android 2024-10-30 18:30:28 +01:00
e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
ef9bb1a207 Implement support for bicubic lightmap filtering
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
2f8ab4a654 Fixed Timestep Interpolation (3D)
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 22:15:23 +02:00
9e0b38ecd3 Disable XR server when compiling without 3D 2024-03-13 09:02:10 -07:00
5a98845655 Implement hooks into renderer 2024-02-18 21:54:21 +11:00
08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
6f4f38db07 Added options for sorting transparent objects (port of PR 63040) 2022-12-23 19:30:33 +11:00
5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
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). 2022-09-19 10:26:10 -07:00