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path: root/scene/resources/visual_shader.h
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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
2020-09-07Fix some broken visual shader nodesYuri Roubinsky
2020-09-05Cleanup constructor code in visual shader nodesYuri Roubinsky
2020-09-03Restore Particles functionality in visual shaderYuri 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
2020-07-10Add override keywords.Marcel Admiraal
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.
2020-05-05Added uniform qualifiers to visual shadersYuri Roubinsky
2020-04-06Adds warning to the uniform name in visual shader if its equal to keywordYuri Roubinsky
2020-02-26Add support for integer type in visual shadersYuri Roubinsky
2020-02-11Texture refactorJuan 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
2020-02-01Better visual shader code generationYuri Roubinsky
2020-01-27Removed unused method "build" from VisualShaderNodeExpressionYuri Roubinsky
2020-01-23Hide "default_input_values" property in VisualShaderNode.Yuri Roubinsky
2020-01-20Forbid recursive connections in visual shaderYuri Roubinsky
2020-01-01Update copyright statements to 2020Rémi 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.
2019-11-03Added sampler inputs for visual shadersYuri Roubinsky
2019-10-11[VShaders] Added sampler port to CubeMap, fixed parsing in expresssion sYuri Roubinsky
2019-10-09Makes cube maps to be works in visual shadersYuri Roubinsky
2019-10-03Makes Texture and TextureUniform in visual shaders to use UV by defaultYuri Roubinsky
2019-10-01Added sampler port type for visual shadersChaosus
2019-08-18Merge pull request #31453 from Chaosus/vs_code_previewRémi Verschelde
Added code preview to visual shader
2019-08-18Added code preview to visual shaderYuri Roubinski
2019-08-18Added global expressions to visual shadersYuri Roubinski
2019-08-14Plugin support for visual shadersYuri Roubinski
2019-07-12Added triplanar uniform texture node to visual shadersChaosus
2019-06-27Shows menu when dragging connection on empty space in visual shader graphChaosus
2019-06-22Fix expression node crashesChaosus
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-05-27Fix GetTypeInfo error due to missing includeIgnacio Etcheverry
2019-05-21Expression node for visual shadersChaosus
2019-04-07Major improvements for visual shader systemChaosus
2019-01-21Modified code generation to be more friendly to previews, fixes #25094Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!