Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2019-10-09 | Makes cube maps to be works in visual shaders | Yuri Roubinsky | |
2019-10-03 | Makes Texture and TextureUniform in visual shaders to use UV by default | Yuri Roubinsky | |
2019-10-01 | Added sampler port type for visual shaders | Chaosus | |
2019-08-18 | Merge pull request #31453 from Chaosus/vs_code_preview | Rémi Verschelde | |
Added code preview to visual shader | |||
2019-08-18 | Added code preview to visual shader | Yuri Roubinski | |
2019-08-18 | Added global expressions to visual shaders | Yuri Roubinski | |
2019-08-14 | Plugin support for visual shaders | Yuri Roubinski | |
2019-07-12 | Added triplanar uniform texture node to visual shaders | Chaosus | |
2019-06-27 | Shows menu when dragging connection on empty space in visual shader graph | Chaosus | |
2019-06-22 | Fix expression node crashes | Chaosus | |
2019-06-19 | Made use of semicolons more consitent, fixed formatting | JohnJLight | |
2019-05-27 | Fix GetTypeInfo error due to missing include | Ignacio Etcheverry | |
2019-05-21 | Expression node for visual shaders | Chaosus | |
2019-04-07 | Major improvements for visual shader system | Chaosus | |
2019-01-21 | Modified code generation to be more friendly to previews, fixes #25094 | Juan Linietsky | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-09-14 | Don't open VisualShaders in the text shader editor, and don't support saving ↵ | elasota | |
them with the "shader" extension. | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-29 | Add missing copyright headers | Rémi Verschelde | |
2018-07-14 | Visual Shaders are back. | Juan Linietsky | |