Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-20 | Add a new HashSet template | reduz | |
* Intended to replace RBSet in most cases. * Optimized for iteration speed | |||
2022-05-16 | Replace most uses of Map by HashMap | reduz | |
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated! | |||
2022-04-22 | Continue to improve vector4 type in visual shaders | Yuri Roubinsky | |
2022-04-12 | Add Vector4 to VisualShader | Hendrik Brucker | |
2022-03-08 | Add `_get_func_code/_is_available` virtual functions to custom nodes | Yuri Roubinsky | |
2022-03-04 | Add varying support to visual shaders | Yuri Roubinsky | |
2022-02-07 | Add some more fixes to visual shader | Yuri Roubinsky | |
2022-02-06 | Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D` | Yuri Roubinsky | |
2022-02-02 | Add support for 2D vector type to visual shaders | Yuri Roubinsky | |
2022-01-22 | Fix default input port hints for some modes in visual shader | Yuri Roubinsky | |
2022-01-06 | Add a GDScript template for `VisualShaderNodeCustom` | Yuri Roubinsky | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-21 | Refactor render_mode in shaders, forbid declaring duplicates | Yuri Roubinsky | |
2021-11-12 | Fix default_texture_param in shader pipeline to support uniform arrays | Yuri Roubinsky | |
2021-11-10 | Merge pull request #54660 from Chaosus/vs_particles_mesh_emitter | Rémi Verschelde | |
2021-11-10 | VisualShader: Document enum args for virtual methods | Rémi Verschelde | |
Fixes #31563. | |||
2021-11-06 | Added `MeshEmitter` node for particles in visual shader | Yuri Roubinsky | |
2021-11-05 | Added 2D boolean hint for particle emitters in visual shaders | Yuri Roubinsky | |
2021-10-28 | Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog | clayjohn | |
Co-authored-by: Brian Semrau <brian.semrau@gmail.com> | |||
2021-10-11 | Make port previews in visual shader visible in other shader modes | Yuri Roubinsky | |
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 | |
2021-08-02 | 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> | |||
2021-07-12 | 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 | |
2021-06-07 | 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 | |
2021-05-28 | Added Billboard Node to Visual Shaders | Yuri Roubinsky | |
2021-05-26 | Implements expandable color ports in visual shaders | Yuri Roubinsky | |
2021-05-20 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
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 | |||
2021-04-17 | 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 | |
2021-04-04 | Prevents TextureUniform in visual shaders from conversion to constant | Yuri Roubinsky | |
2021-02-21 | Added Comment node to Visual Shaders | Yuri Roubinsky | |
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> | |||
2021-02-11 | 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. | |||
2021-02-09 | Initialize class variables with default values in scene/ [2/2] | Rafał Mikrut | |
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 | |
2020-12-02 | Fixed some errors when changing port name in visual shader expressions | Yuri Roubinsky | |
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 | |||
2020-10-18 | Added VisualShaderNodeCurve to easy gather data from a CurveTexture | Yuri Roubinsky | |
2020-10-02 | Fix VisualShaderNode::set_output_port_connected | Yuri Roubinsky | |
2020-09-21 | Fix some bugs in visual shader editor | Yuri Roubinsky | |
2020-09-11 | Improve performance of Add/Remove/Connect/Change nodes in visual shader | Yuri Roubinsky | |
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 | |