Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
|
|
|
|
Added parameter names to shader built-in function autocompletion
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Allow using vertex-stage varying in both `fragment` and `light` functions
|
|
Allow using vertex varying in custom functions under any circumstances
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Method from `String`
|
|
|
|
Also _transform to _transform3d
|
|
|
|
|
|
|
|
|
|
|
|
This makes them easier to distinguish from other keywords.
|
|
|
|
A few single line comments were duplicated, probably due to bad merges.
This commit removes the obviously duplicate ones.
|
|
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
|
|
|
|
|
|
Added missing returns on error scenarios
|
|
|
|
|
|
|
|
|
|
|
|
Also add BinToInt to C#
|
|
|
|
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 🎆
|
|
|
|
|
|
|