Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-04 | Merge pull request #60568 from Chaosus/shader_keyword_completions | Rémi Verschelde | |
Add keyword completion to shader editor | |||
2022-05-02 | Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init` | Rémi Verschelde | |
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors. | |||
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 | |
2022-04-12 | Merge pull request #59825 from Chaosus/shader_fix | Rémi Verschelde | |
Fix incorrect parsing array's `length()` at return statement in shader | |||
2022-04-04 | Zero initialize all pointer class and struct members | Rémi Verschelde | |
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr. | |||
2022-04-03 | Fix incorrect parsing array's `length()` at return statement in shader | 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). | |||
2022-02-03 | Allow multiple declarations in for loop in a shader | Yuri Roubinsky | |
2022-01-19 | Add translation links to shader errors | Yuri Roubinsky | |
2022-01-18 | Unify variable and array declarations in shaders | Yuri Roubinsky | |
2022-01-15 | Refactor size expression parsing for arrays in the shaders | Yuri Roubinsky | |
2022-01-13 | Add completion for shader_type | Yuri Roubinsky | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2022-01-03 | Add a shader warning when the uniform buffer limit is exceeded | Yuri Roubinsky | |
2021-12-23 | Allow pass varyings as out param to the function, when it's possible | Yuri Roubinsky | |
2021-12-21 | Refactor render_mode in shaders, forbid declaring duplicates | Yuri Roubinsky | |
2021-12-15 | Rename shader hint `filter_anisotropy` to `filter_anisotropic` | Yuri Roubinsky | |
2021-12-15 | Fix shader array parsing in variable declaration | Yuri Roubinsky | |
2021-12-15 | Merge pull request #55913 from Chaosus/fix_shader_crash | Rémi Verschelde | |
2021-12-15 | Rename shader hint `filter_aniso` to `filter_anisotropy` | Yuri Roubinsky | |
2021-12-13 | Fix shader crash when assigned array from struct to a variable by index | Yuri Roubinsky | |
2021-12-10 | Rename `hint_aniso` to `hint_anisotropy` in the shader language | Hugo Locurcio | |
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties. | |||
2021-12-10 | Refactor constant suffix parsing in a shader | Yuri Roubinsky | |
2021-12-10 | Added completion for uniform hints in a shader | Yuri Roubinsky | |
2021-12-08 | Make `compile` shader function to use struct instead long parameter list | Yuri Roubinsky | |
2021-12-01 | Allow using empty statements in the shader, added formatting warning | Yuri Roubinsky | |
2021-11-29 | Fix built-in(PI, TAU, E) assignment to a global constant in a shader | Yuri Roubinsky | |
2021-10-13 | Added few more built-ins to shader language | Yuri Roubinsky | |
2021-10-08 | Allow declare the shader arrays with a size defined before identifier | Yuri Roubinsky | |
2021-10-05 | Fix shader crash when passing array.length to functions | Yuri Roubinsky | |
and similar cases | |||
2021-10-04 | Added support for uniform arrays in shaders | Yuri Roubinsky | |
2021-08-18 | More fixes to mobile renderer | reduz | |
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | |||
2021-08-13 | Fix shader crash when using local var with the same name as varying | Yuri Roubinsky | |
2021-08-12 | Added parameter names to shader built-in function autocompletion | Yuri Roubinsky | |
2021-07-26 | Prevents shader crashing if varying assigned incorrectly | 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 | |||
2021-07-22 | 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 | |
2021-06-29 | Added a shader warning about unused local variable | Yuri Roubinsky | |
2021-06-10 | Fix `length()` array function usage in shader | Yuri Roubinsky | |
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 | |
2021-05-05 | 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 | |
2021-04-14 | 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(). | |||
2021-02-11 | Allow passing varying from fragment to light shader function | 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 🎆 | |||
2020-12-27 | Fix using post-init shader array constructors | Yuri Roubinsky | |