godot/servers
Pedro J. Estébanez 93ffd9023f Add AT_LIGHT_PASS builtin to canvas shaders
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.

Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
..
audio Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
physics renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
physics_2d renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
visual Add AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:15 +02:00
audio_server.cpp AudioServer: Set singleton to NULL when destructed 2017-04-27 21:36:35 +02:00
audio_server.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
physics_2d_server.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
physics_2d_server.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
physics_server.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
physics_server.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
register_server_types.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
register_server_types.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
SCsub style: Various other PEP8 fixes in Python files 2016-11-01 00:35:16 +01:00
server_wrap_mt_common.h -Restored multithread capability to VisualServer 2017-06-09 00:24:18 -03:00
visual_server.cpp renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
visual_server.h -Restored multithread capability to VisualServer 2017-06-09 00:24:18 -03:00