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path: root/scene/resources/visual_shader.cpp
AgeCommit message (Collapse)Author
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-18Enchance `VisualShaderNodeMeshEmitter`, add more ports and fix bugsYuri Roubinsky
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
2021-11-11String: Remove `erase` method, bindings can't mutate StringRémi Verschelde
2021-11-10Merge pull request #54660 from Chaosus/vs_particles_mesh_emitterRémi Verschelde
2021-11-10VisualShader: Document enum args for virtual methodsRémi Verschelde
Fixes #31563.
2021-11-06Added `MeshEmitter` node for particles in visual shaderYuri Roubinsky
2021-11-05Added 2D boolean hint for particle emitters in visual shadersYuri Roubinsky
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-10-29Repair Fog mode in visual shadersYuri Roubinsky
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-11Make port previews in visual shader visible in other shader modesYuri Roubinsky
2021-09-30Use range iterators for `Map`Lightning_A
2021-08-26Fix misspelled "overriden"Haoyu Qiu
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* 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.
2021-08-15Added missed limiters for Visual Shader node enumsYuri Roubinsky
2021-08-12Fix printing error about unsupported modifier on `TransformUniform`Yuri Roubinsky
2021-08-06Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)Yuri Roubinsky
2021-08-03Added more input/output built-ins to visual shadersYuri Roubinsky
2021-08-02Makes dictionary instead of string for visual shader versionYuri Roubinsky
Update doc/classes/VisualShader.xml Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-21Fix function code generation for uniform triplanar node in visual shaderYuri Roubinsky
2021-07-20Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde
Use C++11 raw literals for shader code to improve readability
2021-07-19Use C++11 raw literals for shader code to improve readabilityHugo Locurcio
In files that have lots of branching, `\t` was replaced with a tab character instead.
2021-07-18Optimize StringName usagereduz
* 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.
2021-07-17Prevent function gen in visual shader if no out connection is providedYuri Roubinsky
2021-07-12Auto-set a first compatible uniform on dragging to create a UniformRefYuri Roubinsky
2021-06-28Fix auto-connection from output node to input (VisualShaders)Yuri Roubinsky
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-07Continuation of work on visual particles systemYuri Roubinsky
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-28Added Billboard Node to Visual ShadersYuri Roubinsky
2021-05-26Implements expandable color ports in visual shadersYuri Roubinsky
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-04-27Merge pull request #47826 from Chaosus/vs_fix_default_input_overridingRémi Verschelde
Prevents default values of VSNodeCustom from overriding by a script
2021-04-19doc: Sync classref with current sourceRémi Verschelde
2021-04-17Fix `sky` visual shader mode after last renameYuri Roubinsky
2021-04-12Prevents default values of VSNodeCustom from overriding by a scriptYuri Roubinsky
2021-02-21Added Comment node to Visual ShadersYuri Roubinsky
2021-02-18Fix crash when calling connect_nodes_forced with invalid paramsDelf Neumärker
2021-02-18Modernize atomicsPedro 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>
2021-02-16Fixes crash when calling VisualShader::set_modeandybarcia
2021-02-14VisualShader::_input_type_changed Fix index out of bounds crash.kleonc
2021-02-11Improve resource load cachereduz
-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.
2021-02-10Removed _change_notifyreduz
-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.
2021-01-18Added SDF nodes to visual shaderYuri Roubinsky
2021-01-15Fix replaced visual shader nodes updatingYuri Roubinsky