Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2020-05-05 | Added uniform qualifiers to visual shaders | Yuri Roubinsky | |
2020-04-06 | Adds warning to the uniform name in visual shader if its equal to keyword | Yuri Roubinsky | |
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-04-01 | some typo in method binds fixed | Thakee Nathees | |
2020-03-27 | Renaming of servers for coherency. | Juan Linietsky | |
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files. | |||
2020-03-27 | Renamed 2D and 3D nodes to make their types explicit | Juan Linietsky | |
Fixes #30736. | |||
2020-03-25 | Added sky shader mode to visual shaders | Yuri Roubinsky | |
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. |