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path: root/scene/resources/visual_shader.h
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2022-05-16Replace most uses of Map by HashMapreduz
* 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!
2022-04-22Continue to improve vector4 type in visual shadersYuri Roubinsky
2022-04-12Add Vector4 to VisualShaderHendrik Brucker
2022-03-08Add `_get_func_code/_is_available` virtual functions to custom nodesYuri Roubinsky
2022-03-04Add varying support to visual shadersYuri Roubinsky
2022-02-07Add some more fixes to visual shaderYuri Roubinsky
2022-02-06Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`Yuri Roubinsky
2022-02-02Add support for 2D vector type to visual shadersYuri Roubinsky
2022-01-22Fix default input port hints for some modes in visual shaderYuri Roubinsky
2022-01-06Add a GDScript template for `VisualShaderNodeCustom`Yuri Roubinsky
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-21Refactor render_mode in shaders, forbid declaring duplicatesYuri Roubinsky
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
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
2021-10-28Addition 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
2021-08-22Replace 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
2021-08-02Makes dictionary instead of string for visual shader versionYuri Roubinsky
Update doc/classes/VisualShader.xml Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-12Auto-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
2021-06-07Continuation of work on visual particles systemYuri Roubinsky
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-05-28Added Billboard Node to Visual ShadersYuri Roubinsky
2021-05-26Implements expandable color ports in visual shadersYuri Roubinsky
2021-05-20Fix typos with codespellRémi 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 ```
2021-05-07Rename "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
2021-04-17Fix `sky` visual shader mode after last renameYuri Roubinsky
2021-04-12Prevents default values of VSNodeCustom from overriding by a scriptYuri Roubinsky
2021-04-04Prevents TextureUniform in visual shaders from conversion to constant Yuri Roubinsky
2021-02-21Added Comment node to Visual ShadersYuri Roubinsky
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>
2021-02-11Improve 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.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-15Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde
Add convert options between constants and uniforms in visual shaders
2021-01-01Update copyright statements to 2021Rémi 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 🎆
2020-12-30Add convert options between constants and uniforms in visual shadersYuri Roubinsky
2020-12-02Fixed some errors when changing port name in visual shader expressionsYuri Roubinsky
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
2020-10-18Added VisualShaderNodeCurve to easy gather data from a CurveTextureYuri Roubinsky
2020-10-02Fix VisualShaderNode::set_output_port_connectedYuri Roubinsky
2020-09-21Fix some bugs in visual shader editorYuri Roubinsky
2020-09-11Improve performance of Add/Remove/Connect/Change nodes in visual shaderYuri Roubinsky
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
2020-09-07Remakes particles in visual shadersYuri Roubinsky