Commit History

Autor SHA1 Mensaxe Data
  Hannah Crawford a54b71bbdf Add `shadow_caster_mask` to Light3D. hai 4 meses
  jitspoe a0969a0931 Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance. hai 8 meses
  Bastiaan Olij a5d3d23db4 Fix never ending loop with overlapping probes hai 9 meses
  Marcel Offermans 25f573ca63 Add a reflection mask to the reflection probes. hai 1 ano
  Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face" hai 1 ano
  clayjohn 56450fb179 Implement cull_mask for decals and lights in mobile and compatibility backends hai 1 ano
  Marius Hanl a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D %!s(int64=2) %!d(string=hai) anos
  Rémi Verschelde d95794ec8a One Copyright Update to rule them all hai 1 ano
  Bastiaan Olij e886a7af81 Cleanup and improve sky render %!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=2) %!d(string=hai) anos
  clayjohn 385ee5c70b Implement Physical Light Units as an optional setting. %!s(int64=2) %!d(string=hai) anos
  Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency %!s(int64=2) %!d(string=hai) anos
  Bastiaan Olij ecfcfd97fa Split dependency logic %!s(int64=2) %!d(string=hai) anos
  Bastiaan Olij b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage %!s(int64=2) %!d(string=hai) anos