Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-26 | Fix misspelled "overriden" | Haoyu Qiu | |
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc. | |||
2021-08-22 | Replace BIND_VMETHOD by new GDVIRTUAL syntax | reduz | |
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits. | |||
2021-08-15 | Added missed limiters for Visual Shader node enums | Yuri Roubinsky | |
2021-08-12 | Fix printing error about unsupported modifier on `TransformUniform` | Yuri Roubinsky | |
2021-08-06 | Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`) | Yuri Roubinsky | |
2021-08-03 | Added more input/output built-ins to visual shaders | Yuri Roubinsky | |
2021-08-02 | Makes dictionary instead of string for visual shader version | Yuri Roubinsky | |
Update doc/classes/VisualShader.xml Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-21 | Fix function code generation for uniform triplanar node in visual shader | Yuri Roubinsky | |
2021-07-20 | Merge pull request #50605 from Calinou/tweak-shader-code-style | Rémi Verschelde | |
Use C++11 raw literals for shader code to improve readability | |||
2021-07-19 | Use C++11 raw literals for shader code to improve readability | Hugo Locurcio | |
In files that have lots of branching, `\t` was replaced with a tab character instead. | |||
2021-07-18 | Optimize StringName usage | reduz | |
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor. | |||
2021-07-17 | Prevent function gen in visual shader if no out connection is provided | Yuri Roubinsky | |
2021-07-12 | Auto-set a first compatible uniform on dragging to create a UniformRef | Yuri Roubinsky | |
2021-06-28 | Fix auto-connection from output node to input (VisualShaders) | Yuri Roubinsky | |
2021-06-19 | Rename `instance()`->`instantiate()` when it's a verb | Lightning_A | |
2021-06-07 | Continuation of work on visual particles system | Yuri Roubinsky | |
2021-06-07 | Adds `UVFunc` for panning/scaling on UV's to VisualShader's. | Yuri Roubinsky | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-05-28 | Added Billboard Node to Visual Shaders | Yuri Roubinsky | |
2021-05-26 | Implements expandable color ports in visual shaders | Yuri Roubinsky | |
2021-05-07 | Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵ | Lightning_A | |
InputEventWithModifiers properties/methods | |||
2021-04-27 | Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding | Rémi Verschelde | |
Prevents default values of VSNodeCustom from overriding by a script | |||
2021-04-19 | doc: Sync classref with current source | Rémi Verschelde | |
2021-04-17 | Fix `sky` visual shader mode after last rename | Yuri Roubinsky | |
2021-04-12 | Prevents default values of VSNodeCustom from overriding by a script | Yuri Roubinsky | |
2021-02-21 | Added Comment node to Visual Shaders | Yuri Roubinsky | |
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 | |