Commit History

Author SHA1 Message Date
  Hannah Crawford a54b71bbdf Add `shadow_caster_mask` to Light3D. 4 months ago
  jitspoe a0969a0931 Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance. 8 months ago
  Bastiaan Olij a5d3d23db4 Fix never ending loop with overlapping probes 9 months ago
  Marcel Offermans 25f573ca63 Add a reflection mask to the reflection probes. 1 year ago
  Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 1 year ago
  clayjohn 56450fb179 Implement cull_mask for decals and lights in mobile and compatibility backends 1 year ago
  Marius Hanl a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D 2 years ago
  Rémi Verschelde d95794ec8a One Copyright Update to rule them all 1 year ago
  Bastiaan Olij e886a7af81 Cleanup and improve sky render 2 years ago
  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. 2 years ago
  clayjohn 385ee5c70b Implement Physical Light Units as an optional setting. 2 years ago
  Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency 2 years ago
  Bastiaan Olij ecfcfd97fa Split dependency logic 2 years ago
  Bastiaan Olij b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2 years ago