Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-11-09 | Some fixes for instance shader parameters | Yuri Rubinsky | |
2022-11-01 | Fix predefined constants to be accessible in the shader includes | Yuri Rubinsky | |
2022-10-16 | Fix editor crash when assigning some uniform hints to the textures | Yuri Rubinsky | |
2022-09-28 | Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703 | Rémi Verschelde | |
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used | |||
2022-09-28 | Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used | Rémi Verschelde | |
2022-09-28 | Fix MSVC warning C4702: unreachable code | Rémi Verschelde | |
Part of #66537. | |||
2022-09-11 | Prevent duplicated hints in shader uniform completion | Yuri Rubinsky | |
2022-09-07 | Remove `shader_type` from completion (when it does not need any more) | Yuri Rubinsky | |
2022-08-25 | Allow using integer varyings with `flat` interpolation modifier | Yuri Rubinsky | |
2022-08-19 | Merge pull request #64167 from clayjohn/screen-texture-hint | Max Hilbrunner | |
Add shader uniform hints for screen textures | |||
2022-08-12 | Merge pull request #64310 from Chaosus/shader_texture_funcs | Yuri Rubinsky | |
2022-08-12 | Add `textureQueryLod/Levels` functions to the shader language | Yuri Rubinsky | |
2022-08-12 | Add `textureProjGrad` function to the shader language | Yuri Rubinsky | |
2022-08-09 | Add shader uniform hints for screen textures so users can specify custom ↵ | clayjohn | |
filter and repeat modes. At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them. | |||
2022-08-07 | Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4 | Rémi Verschelde | |
Allow for vec2/vec4 to be used in reflect and refract | |||
2022-08-07 | Allow vec2 and vec4 for reflect and refract | Hendrik Brucker | |
2022-08-03 | Merge pull request #63847 from Zylann/shader_switch_uint | Yuri Rubinsky | |
2022-08-02 | Allow shading language to use `switch` statement with uints | Marc Gilleron | |
2022-08-01 | Add `hint_transparent` to use a transparent black placeholder texture | Hugo Locurcio | |
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually. | |||
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-07-27 | Fix incorrect conversion of default value for mat4 uniform in shaders | Yuri Rubinsky | |
2022-07-26 | Implement shader uniform groups/subgroups | Yuri Rubinsky | |
2022-07-25 | Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix | Rémi Verschelde | |
2022-07-25 | Fix errors when using built-ins in shaderinc | Yuri Rubinsky | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. | |||
2022-07-22 | Clean up Shader Preprocessor | reduz | |
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include. | |||
2022-07-22 | Adding shader preprocessor support | Yuri Roubinsky | |
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com> | |||
2022-06-14 | Remove GLES2 shader constraints from GLES3 | clayjohn | |
2022-06-10 | Prevent defining float constant without number after exponent in shaders | Yuri Rubinsky | |
2022-05-31 | Refactor shader hints | Yuri Rubinsky | |
2022-05-24 | Merge pull request #60803 from Chaosus/shader_hint_rename | Rémi Verschelde | |
Rename `hint_albedo`, `hint_white/black` in shaders | |||
2022-05-23 | Merge pull request #61226 from Chaosus/shader_fix_keyword_completion | Rémi Verschelde | |
2022-05-20 | Add a new HashSet template | reduz | |
* Intended to replace RBSet in most cases. * Optimized for iteration speed | |||
2022-05-20 | Fix incorrect keyword completion after period in shader editor | Yuri Rubinsky | |
2022-05-19 | Use range iterators for RBSet in most cases | Aaron Record | |
2022-05-16 | Replace most uses of Map by HashMap | reduz | |
* 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! | |||
2022-05-09 | Rename `hint_albedo`, `hint_white/black` in shaders | Yuri Roubinsky | |
2022-05-04 | Merge pull request #60568 from Chaosus/shader_keyword_completions | Rémi Verschelde | |
Add keyword completion to shader editor | |||
2022-05-01 | Add `hint_color` support for `vec3` in shaders | Yuri Roubinsky | |
2022-04-29 | Add keyword completion to shader editor | Yuri Roubinsky | |
2022-04-26 | Prevent shader crash when using precision on boolean types | Yuri Roubinsky | |
2022-04-20 | Merge pull request #60175 from Geometror/visual-shader-vector4 | Yuri Rubinsky | |
2022-04-12 | Add Vector4 to VisualShader | Hendrik Brucker | |
2022-04-12 | Merge pull request #59825 from Chaosus/shader_fix | Rémi Verschelde | |
Fix incorrect parsing array's `length()` at return statement in shader | |||
2022-04-06 | Fix some issues found by cppcheck. | bruvzg | |
2022-04-03 | Fix incorrect parsing array's `length()` at return statement in shader | Yuri Roubinsky | |
2022-04-01 | Fix shader crashing when attempting to access `length()` at global space | Yuri Roubinsky | |
2022-03-27 | Add GDExtension support to Script | reduz | |
* Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again). | |||
2022-03-16 | Fix device limit exceeding for uniform buffer | notSanil | |
2022-02-16 | Style: Cleanup single-line blocks, semicolons, dead code | Rémi Verschelde | |
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported. |