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path: root/scene/resources/visual_shader.cpp
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2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-27Visual Shader Parenthesis fixLuke Costello
missing parenthesis were added to prevent conditional statement from interacting with operations
2020-10-18Added VisualShaderNodeCurve to easy gather data from a CurveTextureYuri Roubinsky
2020-10-10Adds Metallic to spatial light input of visual shadersYuri Roubinsky
2020-10-02Fix VisualShaderNode::set_output_port_connectedYuri Roubinsky
2020-09-22Fix expressions nodes in visual shadersYuri Roubinsky
2020-09-21Fix some bugs in visual shader editorYuri Roubinsky
2020-09-11Fix triplanar texture code generation in visual shadersYuri Roubinsky
2020-09-11Merge pull request #41955 from Chaosus/vs_performance_fix3Yuri Roubinsky
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11Improve performance of Add/Remove/Connect/Change nodes in visual shaderYuri Roubinsky
2020-09-11doc: Sync classref with current sourceRémi Verschelde
Bind missing enums.
2020-09-09Improve performance for Show/Hide port preview in visual shadersYuri Roubinsky
2020-09-09Improve performance of Undo:change node position in visual shaderYuri Roubinsky
2020-09-07Added `active` boolean to particles mode output in visual shadersYuri Roubinsky
2020-09-07Remakes particles in visual shadersYuri Roubinsky
2020-09-07Fix some broken visual shader nodesYuri Roubinsky
2020-09-05Cleanup constructor code in visual shader nodesYuri Roubinsky
2020-09-04doc: Sync classref with current sourceRémi Verschelde
2020-09-03Merge pull request #41724 from Chaosus/vs_fix_particlesYuri Roubinsky
Restore Particles functionality in visual shader
2020-09-03Restore Particles functionality in visual shaderYuri Roubinsky
2020-08-28Fix specular render_mode for visual shaders Yuri Roubinsky
2020-07-31Fix small reconnection bug in visual shaderYuri Roubinsky
2020-07-28Added UniformRef visual shader nodeYuri Roubinsky
2020-07-27Optimize code generation for fresnel node in visual shadersYuri Roubinsky
2020-07-26Removes redundant code generation in VisualShaderNodeTextureUniformYuri Roubinsky
2020-06-15Use path instead classname to prevent errors for exported visual shadersYuri Roubinsky
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi 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.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi 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.
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-06Merge pull request #38475 from Chaosus/vs_qualsRémi Verschelde
Added uniform qualifiers to visual shaders
2020-05-05Some fixes for canvas item visual shader inputsYuri Roubinsky
2020-05-05Added uniform qualifiers to visual shadersYuri Roubinsky
2020-04-06Adds warning to the uniform name in visual shader if its equal to keywordYuri Roubinsky
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-01some typo in method binds fixedThakee Nathees
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-25Added sky shader mode to visual shadersYuri Roubinsky
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