Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-25 | Remove duplicate comments | Dennis Brakhane | |
A few single line comments were duplicated, probably due to bad merges. This commit removes the obviously duplicate ones. | |||
2021-04-14 | Refactor GLSL shader compilation | reduz | |
-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(). | |||
2021-04-05 | Style: Apply clang-tidy's `readability-braces-around-statements` | Rémi Verschelde | |
2021-04-05 | Style: Apply clang-tidy's `modernize-use-nullptr` | Rémi Verschelde | |
2021-03-01 | Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret | Rémi Verschelde | |
Added missing returns on error scenarios | |||
2021-03-01 | Fix parsing hexadecimal (lowercase `e`,`f`) in shaders | Yuri Roubinsky | |
2021-02-28 | Added missing returns on error scenarios | Ev1lbl0w | |
2021-02-21 | Prevents shader crash if two struct with the same name are declared | Yuri Roubinsky | |
2021-02-21 | Prevents shader crash if passing invalid struct to the return statement | Yuri Roubinsky | |
2021-02-11 | Allow passing varying from fragment to light shader function | Yuri Roubinsky | |
2021-01-28 | Make hex_to_int and bin_to_int handle the prefix automatically | Aaron Franke | |
Also add BinToInt to C# | |||
2021-01-10 | Prevent crash due to assigning incorrect order of instance uniform | Yuri Roubinsky | |
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 🎆 | |||
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-27 | Fix using post-init shader array constructors | Yuri Roubinsky | |
2020-12-17 | Added support for constants in shader `case` and array size declaration | Yuri Roubinsky | |
2020-12-09 | Static analyzer fixes: | bruvzg | |
Removes unused code in OS. Fixes return types. Fixes few typos. | |||
2020-12-04 | Rename TYPE_REAL to TYPE_FLOAT | George Marques | |
To be consistent with the naming everywhere else. | |||
2020-11-16 | Remove empty lines around braces with the formatting script | Aaron Franke | |
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-10-13 | FIx autocompletion for emit_particle in shader editor | Yuri Roubinsky | |
2020-09-22 | Forbids varying declaration in particles and sky shaders | Yuri Roubinsky | |
2020-09-06 | Implement manual particle emission and particle sub emitters. | reduz | |
2020-09-05 | Fix crash regression in the shader function validation | Yuri Roubinsky | |
introduced in #41780 | |||
2020-09-05 | Improve messages in shader function validation | Yuri Roubinsky | |
2020-09-03 | [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. | bruvzg | |
2020-09-02 | Fix particles shader to use built-ins | Yuri Roubinsky | |
2020-07-27 | Make all String float conversion methods be 64-bit | Aaron Franke | |
2020-07-14 | Fix some incorrect conversions which lead to crash in shaders | Yuri Roubinsky | |
2020-07-10 | Enables 'fma' for GLES2 | Yuri Roubinsky | |
2020-07-10 | Added 'fma' function to shader language | Yuri Roubinsky | |
2020-07-01 | Merge pull request #38713 from aaronfranke/string-64bit | Rémi Verschelde | |
Make all String integer conversion methods be 64-bit | |||
2020-07-01 | Added const qualifier support for function arguments in shaders | Yuri Roubinsky | |
2020-06-27 | Prevents usage of return in main shader functions | Yuri Roubinsky | |
2020-06-25 | Fix few places in shaders where const passing still incorrect | Yuri Roubinsky | |
2020-06-19 | Implemented global const array to shaders | Yuri Roubinsky | |
2020-06-03 | Remove 32-bit String hex_to_int method | Aaron Franke | |
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: Enforce separation line between function definitions | Rémi Verschelde | |
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027. | |||
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 | New lightmapper | Juan Linietsky | |
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D) | |||
2020-05-10 | Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine | Rémi Verschelde | |
Part of #33027. | |||
2020-05-10 | Style: clang-format: Disable AllowShortIfStatementsOnASingleLine | Rémi Verschelde | |
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet. | |||
2020-04-29 | Merge pull request #37795 from Chaosus/shader_fix_const_order2 | Rémi Verschelde | |
Fix shader constant sorting | |||
2020-04-17 | Implement global and per instance shader uniforms. | Juan Linietsky | |
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material. | |||
2020-04-11 | Fix shader constant sorting | Yuri Roubinsky | |
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-28 | Prevent shader crash if multiple variables has been declared in 'for' | Yuri Roubinsky | |
2020-03-27 | Renaming of servers for coherency. | Juan Linietsky | |
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files. |