Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
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 | |
2020-09-03 | Restore Particles functionality in visual shader | 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 | |
2020-07-10 | Add override keywords. | Marcel Admiraal | |
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. | |||
2020-05-05 | 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 | |
2020-02-26 | Add support for integer type in visual shaders | Yuri Roubinsky | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-01 | Better visual shader code generation | 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. | |||
2019-11-03 | Added sampler inputs for visual shaders | Yuri Roubinsky | |
2019-10-11 | [VShaders] Added sampler port to CubeMap, fixed parsing in expresssion s | Yuri Roubinsky | |