summaryrefslogtreecommitdiff
path: root/scene/resources/visual_shader_particle_nodes.cpp
AgeCommit message (Collapse)Author
2023-01-05One Copyright Update to rule them allRémi 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".
2022-12-11Optimize a code generation of visual shader particlesYuri Rubinsky
2022-10-14Make some Image methods statickobewi
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-09-28Fix MSVC warning C4702: unreachable codeRémi Verschelde
Part of #66537.
2022-07-08Add static methods for creating Image and ImageTexturekobewi
2022-05-16Replace most uses of Map by HashMapreduz
* 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!
2022-03-28String: Remove TTR and DTR defines in non-tools buildRémi Verschelde
This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor.
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-07Add some more fixes to visual shaderYuri Roubinsky
2022-02-06Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`Yuri Roubinsky
2022-01-22Fix default input port hints for some modes in visual shaderYuri Roubinsky
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-26Prevent crash when passing empty array to MeshEmitterYuri Roubinsky
2021-11-18Enchance `VisualShaderNodeMeshEmitter`, add more ports and fix bugsYuri Roubinsky
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
2021-11-05Added 2D boolean hint for particle emitters in visual shadersYuri Roubinsky
2021-10-11Make port previews in visual shader visible in other shader modesYuri Roubinsky
2021-08-15Added missed limiters for Visual Shader node enumsYuri Roubinsky
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.
2021-06-07Continuation of work on visual particles systemYuri Roubinsky