Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-03-27 | Fix ndc calculation for LinearSceneDepth VS node in GLES3 | Patrick | |
(cherry picked from commit e3802d5b6f4413b80f9d3a7dce3e54b4e3d34d38) | |||
2023-02-13 | make particle billboard take into account non-uniform scale | QbieShay | |
2023-02-08 | Mark fma function as high end so it isn't used with the gl_compatibility ↵ | clayjohn | |
renderer | |||
2023-01-31 | Use mix for vector types in switch node in the visual shader | Yuri Rubinsky | |
2023-01-26 | Add derivative functions with precision to shaders | Yuri Rubinsky | |
2023-01-20 | Fix code generation for ProximityRange node in visual shader | Yuri Rubinsky | |
2023-01-20 | Some refactoring for visual shader texture functions | Yuri Rubinsky | |
2023-01-18 | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | |
in favour of texture hints | |||
2023-01-17 | Fixes incorrect caption for TextureParameterTriplanar | Nong Van Tinh | |
2023-01-06 | Add `uint` type support to visual shaders | Yuri Rubinsky | |
2023-01-05 | One Copyright Update to rule them all | Rémi Verschelde | |
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". | |||
2022-11-10 | Visual Shader UVFunc keep existing input value on function change | dzil123 | |
2022-10-19 | Fix code generation for some visual shader nodes | Yuri Rubinsky | |
2022-10-18 | Fix typo in VisualShader DistanceFade node | Patrick | |
2022-09-07 | Fix code generation for `VisualShaderNodeTextureParameterTriplanar` | Yuri Rubinsky | |
2022-09-03 | Disable Output port preview of Linear Depth Visual Shader node | Patrick | |
This disables the output port preview of the node because it's enabled preview caused a shader compilation error | |||
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
2022-08-31 | Fix LinearDepth calculation for GLES3 | Patrick | |
This change will calculate the depth ndc differently for GLES3 and Vulkan as described in here: stable: https://docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html godot 4 with vulkan: https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html | |||
2022-08-27 | Implement custom non-trivial shader functions | Patrick Exner | |
2022-08-18 | Merge pull request #63999 from QbieShay/qbie/vs-qol | Clay John | |
Quality of life visual shaders updates | |||
2022-08-12 | Improve visual shader defaults for quality of life | QbieShay | |
- multiply part of addmultiply defaults to 1 - curvetexture's repeat is turned off - vectors into float takes first component instead of average | |||
2022-08-07 | Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4 | Rémi Verschelde | |
Allow for vec2/vec4 to be used in reflect and refract | |||
2022-08-07 | Allow vec2 and vec4 for reflect and refract | Hendrik Brucker | |
2022-08-01 | Add `hint_transparent` to use a transparent black placeholder texture | Hugo Locurcio | |
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually. | |||
2022-06-05 | Fix typo "Frac" instead of "Fract" | Aaron Record | |
2022-05-24 | Merge pull request #60803 from Chaosus/shader_hint_rename | Rémi Verschelde | |
Rename `hint_albedo`, `hint_white/black` in shaders | |||
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! | |||
2022-05-09 | Rename `hint_albedo`, `hint_white/black` in shaders | Yuri Roubinsky | |
2022-05-09 | Merge pull request #60845 from Chaosus/vs_color_func | Yuri Rubinsky | |
2022-05-07 | Push `HSV2RGB/RGB2HSV` to `ColorFunc` (from `VecFunc`) in visual shaders | Yuri Roubinsky | |
2022-05-07 | Change output port of `VisualShaderNodeColorUniform` to vec4 | Yuri Roubinsky | |
2022-05-03 | Rename Basis get_axis to get_column, remove redundant methods | Aaron Franke | |
2022-04-22 | Continue to improve vector4 type in visual shaders | Yuri Roubinsky | |
2022-04-12 | Add Vector4 to VisualShader | Hendrik Brucker | |
2022-03-28 | String: Remove TTR and DTR defines in non-tools build | Rémi Verschelde | |
This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor. | |||
2022-03-18 | Rename several transform built-ins in shaders | Yuri Roubinsky | |
2022-03-08 | Add `_get_func_code/_is_available` virtual functions to custom nodes | Yuri Roubinsky | |
2022-02-20 | simplify calculation of max in grayscale | Markus Sauermann | |
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 | |
2022-01-28 | [VisualShader] Merge scalar and vector derivative functions into one | Yuri Roubinsky | |
2022-01-22 | Fix default input port hints for some modes in visual shader | Yuri Roubinsky | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-16 | Add texture filtering properties to `VisualShaderNodeTextureUniform` | Yuri Roubinsky | |
2021-12-10 | Rename `hint_aniso` to `hint_anisotropy` in the shader language | Hugo Locurcio | |
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties. | |||
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-12-03 | Add bitwise operators to `VisualShaderNodeIntOp` | Yuri Roubinsky | |
2021-11-12 | Fix editor crash due incorrect setup of default texture in visual shader | Yuri Roubinsky | |
2021-11-12 | Fix default_texture_param in shader pipeline to support uniform arrays | Yuri Roubinsky | |