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path: root/scene/resources/visual_shader.cpp
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2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-26Changed float type to int for INDEX visual shader inputYuri Roubinsky
2020-02-26Add support for integer type in visual shadersYuri Roubinsky
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-21Merge pull request #36421 from Chaosus/vs_sort_custom_nodsYuri Roubinsky
Refactor node processing in visual shader member dialog
2020-02-21Refactor node processing in visual shader member dialogYuri Roubinsky
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-13Added virtual method to VisualShaderNodeCustom to enable high-end markYuri Roubinsky
2020-02-03Added missing '\n' in visual shader expression node code generationYuri Roubinsky
2020-02-01Added missing '\n' in visual shader custom node code generationYuri Roubinsky
2020-02-01Merge pull request #35618 from Chaosus/vs_improvementsYuri Roubinsky
Better visual shader code generation
2020-02-01Better visual shader code generationYuri Roubinsky
2020-01-31Fix canvas_item light alpha output in visual shadersYuri Roubinsky
2020-01-28Hide "control" methods from VisualShaderNodeGroupBaseYuri Roubinsky
2020-01-28Hide "editable" property from VisualShaderNodeGroupBase public interfaceYuri Roubinsky
2020-01-27Added missing property "size" to VisualShaderNodeGroupBaseYuri Roubinsky
2020-01-27Removed unused method "build" from VisualShaderNodeExpressionYuri Roubinsky
2020-01-23Hide "default_input_values" property in VisualShaderNode.Yuri Roubinsky
2020-01-20Forbid recursive connections in visual shaderYuri Roubinsky
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-10Fixes crash when shader inputs/outputs is invalid stringHaoyu Qiu
2019-11-04Fix invalid casting on visual shader samplerYuri Roubinsky
2019-11-03Added sampler inputs for visual shadersYuri Roubinsky
2019-10-29Removes translations from generated visual shader codeYuri Roubinsky
2019-10-11[VShaders] Added sampler port to CubeMap, fixed parsing in expresssion sYuri Roubinsky
2019-10-10Removed "rebuild" function from public interface of VisualShaderYuri Roubinsky
2019-10-09Makes cube maps to be works in visual shadersYuri Roubinsky
2019-10-03Makes Texture and TextureUniform in visual shaders to use UV by defaultYuri Roubinsky
2019-10-02Fix global code in visual shaders if two or more custom nodes are usedYuri Roubinsky
2019-10-01Added sampler port type for visual shadersChaosus
2019-09-24doc: Sync classref with current sourceRémi Verschelde
Fix a few missing bindings or unspecified argument names and default values.
2019-09-05Fix formatting error for bool in resulted code of visual shaderChaosus89
2019-09-04Added missing OUTPUT_IS_SRGB and FRONT_FACING to visual shadersChaosus89
2019-09-04Fix parsing array indexing symbol in visual shader expressionChaosus89
2019-09-01Fix semicolon parsing in visual shader expressionChaosus89
2019-09-01Fix visual shader expression parsingChaosus89
2019-08-22Added "editable" property to VisualShaderGroupNodeYuri Roubinski
2019-08-20Fix preview for global expressions in visual shadersYuri Roubinski
2019-08-18Merge pull request #31453 from Chaosus/vs_code_previewRémi Verschelde
Added code preview to visual shader
2019-08-18Added code preview to visual shaderYuri Roubinski
2019-08-18Added global expressions to visual shadersYuri Roubinski
2019-08-14Plugin support for visual shadersYuri Roubinski
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-08-07Allow comma prefix to visual shader's expression parserYuri Roubinski
2019-07-12Added triplanar uniform texture node to visual shadersChaosus
2019-06-27Shows menu when dragging connection on empty space in visual shader graphChaosus
2019-06-22Fix expression node crashesChaosus
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.