Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-07-26 | Fix editor crash if passing index as variable to function parameter | Yuri Roubinsky | |
2021-07-26 | Prevents shader crashing if varying assigned incorrectly | Yuri Roubinsky | |
2021-07-26 | Fix compilation of `shader_language.cpp` | Yuri Roubinsky | |
2021-07-26 | Merge pull request #50729 from Chaosus/shader_varying_enchancements2 | Rémi Verschelde | |
Allow using vertex-stage varying in both `fragment` and `light` functions | |||
2021-07-26 | Merge pull request #50728 from Chaosus/shader_varying_enchancements | Rémi Verschelde | |
Allow using vertex varying in custom functions under any circumstances | |||
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-22 | Allow using vertex-stage varying in both `fragment` and `light` | Yuri Roubinsky | |
2021-07-22 | Allow using vertex varying in custom functions under any circumstances | Yuri Roubinsky | |
2021-07-21 | Forbid varyings from assigning in custom functions to prevent crashes | Yuri Roubinsky | |
2021-07-15 | Prevent error if varying assigned but not used (push warning instead) | Yuri Roubinsky | |
2021-06-29 | Added a shader warning about unused local variable | Yuri Roubinsky | |
2021-06-16 | Rename `is_valid_integer()` to `is_valid_int()` | Lightning_A | |
Method from `String` | |||
2021-06-06 | Prevent shader crash when returning array when return type is scalar | 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 | |
2021-05-22 | Allow shader arrays to be passed as parameters and return value | Yuri Roubinsky | |
2021-05-22 | Basic warning support implementation for the Godot Shading Language. | Yuri Roubinsky | |
2021-05-19 | Implements length() shader function for arrays in structs | Yuri Roubinsky | |
2021-05-18 | Fix typo in shader_language.cpp | Yuri Roubinsky | |
2021-05-05 | Highlight control flow keywords with a different color | Hugo Locurcio | |
This makes them easier to distinguish from other keywords. | |||
2021-04-27 | Fix shader handle constant expressions in function call | Yuri Roubinsky | |
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 | |