Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-05-28 | Added Billboard Node to Visual Shaders | Yuri Roubinsky | |
2021-05-26 | Merge pull request #49056 from Chaosus/vs_color | Yuri Roubinsky | |
2021-05-26 | Implements expandable color ports in visual shaders | Yuri Roubinsky | |
2021-05-25 | Tweak dozens of editor property hints for consistency | Hugo Locurcio | |
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints. | |||
2021-04-05 | Style: Apply clang-tidy's `readability-braces-around-statements` | Rémi Verschelde | |
2021-04-04 | Prevents TextureUniform in visual shaders from conversion to constant | Yuri Roubinsky | |
2021-03-01 | Merge pull request #46539 from Chaosus/vs_fix_return | Rémi Verschelde | |
Removes redundant code from get_input/output_port_type (visual shaders) | |||
2021-03-01 | Fix incorrect switching port type in VisualShaderNodeStep | Yuri Roubinsky | |
2021-03-01 | Removes redundant code from get_input/output/_port_type (visual shaders) | Yuri Roubinsky | |
2021-01-18 | Unified several visual shader nodes | Yuri Roubinsky | |
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 | |
2020-12-29 | Consistently use normal_map | Marcel Admiraal | |
2020-11-26 | Added extra warning to VisualShaderNodeTexture + fix warning appearing | Yuri Roubinsky | |
2020-10-18 | Added VisualShaderNodeCurve to easy gather data from a CurveTexture | Yuri Roubinsky | |
2020-10-04 | Fix typo in VisualShaderNodeSample3D::generate_code | Yuri Roubinsky | |
2020-10-03 | Fix def parameter in Texture visual shader nodes for sky/particles modes | Yuri Roubinsky | |
2020-09-29 | Merge pull request #42078 from Chaosus/vs_rename_type | Rémi Verschelde | |
Renames Type to OpType in VisualShaderNodeMultiplyAdd | |||
2020-09-21 | Fix some bugs in visual shader editor | Yuri Roubinsky | |
2020-09-15 | Renames Type to OpType in VisualShaderNodeMultiplyAdd | Yuri Roubinsky | |
To prevent possible conflicts with C# and other languages. | |||
2020-09-11 | Fix triplanar texture code generation in visual shaders | Yuri Roubinsky | |
2020-09-10 | Added Texture3D to 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 | |
2020-07-27 | Added default value for uniforms in visual shaders | 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 | Added 'fma' function to shader language | Yuri Roubinsky | |
2020-06-19 | Added Texture2DArray support to visual shaders | Yuri Roubinsky | |
2020-05-14 | Style: Enforce braces around if blocks and loops | Rémi Verschelde | |
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html | |||
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. | |||
2020-05-10 | Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine | Rémi Verschelde | |
Part of #33027. | |||
2020-05-05 | Added uniform qualifiers to visual shaders | Yuri Roubinsky | |
2020-02-26 | Add support for integer type in visual shaders | Yuri Roubinsky | |
2020-02-25 | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. | Juan Linietsky | |
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float. | |||
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 | |||
2020-02-07 | Implemented hint_range for VisualShaderNodeScalarUniform | Yuri Roubinsky | |
2020-02-03 | Added missing '\n' in visual shader fresnel node code generation | Yuri Roubinsky | |
2020-02-01 | Few extra formatting fixes for visual shader node generation | Yuri Roubinsky | |
For 'If' and 'Switch' nodes | |||
2020-02-01 | Better visual shader code generation | Yuri Roubinsky | |
2020-01-27 | Added missed bracket to VisualShaderNodeCubeMap | Yuri Roubinsky | |
2020-01-27 | Fix VisualShaderNodeCubeMap generation | Yuri Roubinsky | |
2020-01-23 | Docs for some nodes in visual shader | Yuri Roubinsky | |
Fix typo in `VisualShaderNodeCompare.ComparisonType` name. | |||
2020-01-08 | Merge pull request #33817 from Chaosus/vs_fresnel | Yuri Roubinsky | |
Make Fresnel node in visual shaders to use default NORMAL/VIEW | |||
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. |