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path: root/scene/resources/visual_shader_nodes.cpp
AgeCommit message (Collapse)Author
2021-11-12Fix editor crash due incorrect setup of default texture in visual shaderYuri Roubinsky
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
2021-11-06Added `MeshEmitter` node for particles in visual shaderYuri Roubinsky
2021-10-13Add a default input parameter field to CurveTexture (in visual shaders)Yuri Roubinsky
2021-08-15Added missed limiters for Visual Shader node enumsYuri Roubinsky
2021-08-13Merge pull request #50114 from Chaosus/vs_constantsRémi Verschelde
Few improvements for constants in visual shader
2021-08-13Merge pull request #51519 from Chaosus/vs_transform_operatorRémi Verschelde
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-12Fix printing error about unsupported modifier on `TransformUniform`Yuri Roubinsky
2021-08-11Changed `TransformMult` node to `TransformOp` in visual shadersYuri Roubinsky
2021-08-11Few improvements for constants in visual shaderYuri Roubinsky
2021-07-20Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde
Use C++11 raw literals for shader code to improve readability
2021-07-19Use C++11 raw literals for shader code to improve readabilityHugo Locurcio
In files that have lots of branching, `\t` was replaced with a tab character instead.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-14Rename Curve3Texture to CurveXYZTextureRémi Verschelde
Neither name is a perfect match but `Curve3Texture` looked too similar to `CurveTexture` and `Curve3D`, which made things confusing when picking a texture type or browsing the API reference.
2021-07-04Added Curve3Texture to Visual ShadersYuri 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
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-28Added Billboard Node to Visual ShadersYuri Roubinsky
2021-05-26Merge pull request #49056 from Chaosus/vs_colorYuri Roubinsky
2021-05-26Implements expandable color ports in visual shadersYuri Roubinsky
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-04Prevents TextureUniform in visual shaders from conversion to constant Yuri Roubinsky
2021-03-01Merge pull request #46539 from Chaosus/vs_fix_returnRémi Verschelde
Removes redundant code from get_input/output_port_type (visual shaders)
2021-03-01Fix incorrect switching port type in VisualShaderNodeStepYuri Roubinsky
2021-03-01Removes redundant code from get_input/output/_port_type (visual shaders)Yuri Roubinsky
2021-01-18Unified several visual shader nodesYuri Roubinsky
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
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-11-26Added extra warning to VisualShaderNodeTexture + fix warning appearingYuri Roubinsky
2020-10-18Added VisualShaderNodeCurve to easy gather data from a CurveTextureYuri Roubinsky
2020-10-04Fix typo in VisualShaderNodeSample3D::generate_codeYuri Roubinsky
2020-10-03Fix def parameter in Texture visual shader nodes for sky/particles modesYuri Roubinsky
2020-09-29Merge pull request #42078 from Chaosus/vs_rename_typeRémi Verschelde
Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-21Fix some bugs in visual shader editorYuri Roubinsky
2020-09-15Renames Type to OpType in VisualShaderNodeMultiplyAddYuri Roubinsky
To prevent possible conflicts with C# and other languages.
2020-09-11Fix triplanar texture code generation in visual shadersYuri Roubinsky
2020-09-10Added Texture3D to visual shadersYuri Roubinsky
2020-09-07Fix some broken visual shader nodesYuri Roubinsky
2020-09-05Cleanup constructor code in visual shader nodesYuri Roubinsky
2020-07-27Added default value for uniforms in visual shadersYuri Roubinsky
2020-07-27Optimize code generation for fresnel node in visual shadersYuri Roubinsky
2020-07-26Removes redundant code generation in VisualShaderNodeTextureUniformYuri Roubinsky
2020-07-10Added 'fma' function to shader languageYuri Roubinsky
2020-06-19Added Texture2DArray support to visual shadersYuri Roubinsky
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html