Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-18 | Fix crash when calling connect_nodes_forced with invalid params | Delf Neumärker | |
2021-02-18 | Modernize atomics | Pedro J. Estébanez | |
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx> | |||
2021-02-16 | Fixes crash when calling VisualShader::set_mode | andybarcia | |
2021-02-14 | VisualShader::_input_type_changed Fix index out of bounds crash. | kleonc | |
2021-02-11 | Improve resource load cache | reduz | |
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving. | |||
2021-02-10 | Removed _change_notify | reduz | |
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now. | |||
2021-01-18 | Added SDF nodes to visual shader | Yuri Roubinsky | |
2021-01-15 | Fix replaced visual shader nodes updating | Yuri Roubinsky | |
2021-01-15 | Merge pull request #44805 from Chaosus/vs_convert | Rémi Verschelde | |
Add convert options between constants and uniforms in visual shaders | |||
2021-01-01 | Update copyright statements to 2021 | Rémi 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 🎆 | |||
2020-12-30 | Add convert options between constants and uniforms in visual shaders | Yuri Roubinsky | |
2020-12-29 | Consistently use normal_map | Marcel Admiraal | |
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-02 | Fixed some errors when changing port name in visual shader expressions | Yuri Roubinsky | |
2020-12-01 | Fix few bugs in visual shader expressions | Yuri Roubinsky | |
Fixed few bugs in visual shader expressions | |||
2020-11-29 | Fixed several visual shader inputs | Yuri Roubinsky | |
Fixed several inputs in visual shaders | |||
2020-11-28 | Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR) | Yuri Roubinsky | |
2020-11-16 | Remove empty lines around braces with the formatting script | Aaron Franke | |
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-10-27 | Visual Shader Parenthesis fix | Luke Costello | |
missing parenthesis were added to prevent conditional statement from interacting with operations | |||
2020-10-18 | Added VisualShaderNodeCurve to easy gather data from a CurveTexture | Yuri Roubinsky | |
2020-10-10 | Adds Metallic to spatial light input of visual shaders | Yuri Roubinsky | |
2020-10-02 | Fix VisualShaderNode::set_output_port_connected | Yuri Roubinsky | |
2020-09-22 | Fix expressions nodes in visual shaders | Yuri Roubinsky | |
2020-09-21 | Fix some bugs in visual shader editor | Yuri Roubinsky | |
2020-09-11 | Fix triplanar texture code generation in visual shaders | Yuri Roubinsky | |
2020-09-11 | Merge pull request #41955 from Chaosus/vs_performance_fix3 | Yuri Roubinsky | |
Improve performance of Add/Remove/Connect/Change nodes in visual shader | |||
2020-09-11 | Improve performance of Add/Remove/Connect/Change nodes in visual shader | Yuri Roubinsky | |
2020-09-11 | doc: Sync classref with current source | Rémi Verschelde | |
Bind missing enums. | |||
2020-09-09 | Improve performance for Show/Hide port preview in visual shaders | Yuri Roubinsky | |
2020-09-09 | Improve performance of Undo:change node position in visual shader | Yuri Roubinsky | |
2020-09-07 | Added `active` boolean to particles mode output in visual shaders | Yuri Roubinsky | |
2020-09-07 | Remakes particles in visual shaders | Yuri Roubinsky | |
2020-09-07 | Fix some broken visual shader nodes | Yuri Roubinsky | |
2020-09-05 | Cleanup constructor code in visual shader nodes | Yuri Roubinsky | |
2020-09-04 | doc: Sync classref with current source | Rémi Verschelde | |
2020-09-03 | Merge pull request #41724 from Chaosus/vs_fix_particles | Yuri Roubinsky | |
Restore Particles functionality in visual shader | |||
2020-09-03 | Restore Particles functionality in visual shader | Yuri Roubinsky | |
2020-08-28 | Fix specular render_mode for visual shaders | Yuri Roubinsky | |
2020-07-31 | Fix small reconnection bug in visual shader | Yuri Roubinsky | |
2020-07-28 | Added UniformRef visual shader node | Yuri Roubinsky | |
2020-07-27 | Optimize code generation for fresnel node in visual shaders | Yuri Roubinsky | |
2020-07-26 | Removes redundant code generation in VisualShaderNodeTextureUniform | Yuri Roubinsky | |
2020-06-15 | Use path instead classname to prevent errors for exported visual shaders | Yuri Roubinsky | |
2020-05-14 | Style: Enforce braces around if blocks and loops | Rémi Verschelde | |
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html | |||
2020-05-14 | Style: Enforce separation line between function definitions | Rémi Verschelde | |
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027. | |||
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi 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. | |||
2020-05-10 | Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine | Rémi Verschelde | |
Part of #33027. | |||
2020-05-06 | Merge pull request #38475 from Chaosus/vs_quals | Rémi Verschelde | |
Added uniform qualifiers to visual shaders | |||
2020-05-05 | Some fixes for canvas item visual shader inputs | Yuri Roubinsky | |