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path: root/scene/resources/sky_material.h
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2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-05-24Use IGN instead of white noise for sky ditheringclayjohn
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-04-09Add dithering to ProceduralSkyMaterial to combat bandingHugo Locurcio
Dithering was already present in PhysicalSkyMaterial. This brings it to ProceduralSkyMaterial as well, with the same algorithm and default intensity.
2022-02-12Add sky cover texture for ProceduralSkyMaterialHugo Locurcio
This brings PhysicalSkyMaterial's Night Sky functionality to ProceduralSkyMaterial, but in a more powerful and general fashion. This can be used to display stars at night, or clouds at day and night. For clouds, it won't be physically accurate, but it can look good still. The Sky Cover Modulate property can be used to adjust the sky cover's colors and opacity in real-time, which is useful for day/night or weather transitions.
2022-01-14Add shader cache and filter variable to PanoramaSkyMaterialBrennen Green
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-04Hide render_priority except when using SpatialMaterialsclayjohn
2021-07-21Make Sky initialize shaders only oncereduz
* Create the shader on demand. * Makes sure compilation happens only once, then shader is cached. * Speeds up scene loading times. * Speeds up editor initialization.
2021-01-06Added ability to visualize native shadersreduz
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-07-10Add override keywords.Marcel Admiraal
2020-05-16Add night sky to PhysicalSkyMaterialclayjohn
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-17Add light size to Sky Shadersclayjohn
2020-03-28Fix copyright headers for recently added filesRémi Verschelde
2020-03-21Working sky shader implementationclayjohn
2020-03-19Add shader based background modeBastiaan Olij