Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-28 | Signals: Port connect calls to use callable_mp | Rémi 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.) | |||
2020-02-26 | Changed float type to int for INDEX visual shader input | Yuri Roubinsky | |
2020-02-26 | Add support for integer type in visual shaders | Yuri Roubinsky | |
2020-02-25 | Variant: 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. | |||
2020-02-21 | Merge pull request #36421 from Chaosus/vs_sort_custom_nods | Yuri Roubinsky | |
Refactor node processing in visual shader member dialog | |||
2020-02-21 | Refactor node processing in visual shader member dialog | Yuri Roubinsky | |
2020-02-21 | Added StringName as a variant type. | Juan Linietsky | |
Also changed all relevant properties defined manually to StringName. | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-13 | Added virtual method to VisualShaderNodeCustom to enable high-end mark | Yuri Roubinsky | |
2020-02-03 | Added missing '\n' in visual shader expression node code generation | Yuri Roubinsky | |
2020-02-01 | Added missing '\n' in visual shader custom node code generation | Yuri Roubinsky | |
2020-02-01 | Merge pull request #35618 from Chaosus/vs_improvements | Yuri Roubinsky | |
Better visual shader code generation | |||
2020-02-01 | Better visual shader code generation | Yuri Roubinsky | |
2020-01-31 | Fix canvas_item light alpha output in visual shaders | Yuri Roubinsky | |
2020-01-28 | Hide "control" methods from VisualShaderNodeGroupBase | Yuri Roubinsky | |
2020-01-28 | Hide "editable" property from VisualShaderNodeGroupBase public interface | Yuri Roubinsky | |
2020-01-27 | Added missing property "size" to VisualShaderNodeGroupBase | Yuri Roubinsky | |
2020-01-27 | Removed unused method "build" from VisualShaderNodeExpression | Yuri Roubinsky | |
2020-01-23 | Hide "default_input_values" property in VisualShaderNode. | Yuri Roubinsky | |
2020-01-20 | Forbid recursive connections in visual shader | Yuri Roubinsky | |
2020-01-01 | Update copyright statements to 2020 | Rémi 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. | |||
2019-12-10 | Fixes crash when shader inputs/outputs is invalid string | Haoyu Qiu | |
2019-11-04 | Fix invalid casting on visual shader sampler | Yuri Roubinsky | |
2019-11-03 | Added sampler inputs for visual shaders | Yuri Roubinsky | |
2019-10-29 | Removes translations from generated visual shader code | Yuri Roubinsky | |
2019-10-11 | [VShaders] Added sampler port to CubeMap, fixed parsing in expresssion s | Yuri Roubinsky | |
2019-10-10 | Removed "rebuild" function from public interface of VisualShader | Yuri Roubinsky | |
2019-10-09 | Makes cube maps to be works in visual shaders | Yuri Roubinsky | |
2019-10-03 | Makes Texture and TextureUniform in visual shaders to use UV by default | Yuri Roubinsky | |
2019-10-02 | Fix global code in visual shaders if two or more custom nodes are used | Yuri Roubinsky | |
2019-10-01 | Added sampler port type for visual shaders | Chaosus | |
2019-09-24 | doc: Sync classref with current source | Rémi Verschelde | |
Fix a few missing bindings or unspecified argument names and default values. | |||
2019-09-05 | Fix formatting error for bool in resulted code of visual shader | Chaosus89 | |
2019-09-04 | Added missing OUTPUT_IS_SRGB and FRONT_FACING to visual shaders | Chaosus89 | |
2019-09-04 | Fix parsing array indexing symbol in visual shader expression | Chaosus89 | |
2019-09-01 | Fix semicolon parsing in visual shader expression | Chaosus89 | |
2019-09-01 | Fix visual shader expression parsing | Chaosus89 | |
2019-08-22 | Added "editable" property to VisualShaderGroupNode | Yuri Roubinski | |
2019-08-20 | Fix preview for global expressions in visual shaders | Yuri Roubinski | |
2019-08-18 | Merge pull request #31453 from Chaosus/vs_code_preview | Rémi Verschelde | |
Added code preview to visual shader | |||
2019-08-18 | Added code preview to visual shader | Yuri Roubinski | |
2019-08-18 | Added global expressions to visual shaders | Yuri Roubinski | |
2019-08-14 | Plugin support for visual shaders | Yuri Roubinski | |
2019-08-09 | Remove ERR_EXPLAIN from scene/* code | Tomasz Chabora | |
2019-08-07 | Allow comma prefix to visual shader's expression parser | Yuri Roubinski | |
2019-07-12 | Added triplanar uniform texture node to visual shaders | Chaosus | |
2019-06-27 | Shows menu when dragging connection on empty space in visual shader graph | Chaosus | |
2019-06-22 | Fix expression node crashes | Chaosus | |
2019-06-11 | Fix error macro calls not ending with semicolon | Rémi 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. |