Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
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. | |||
2020-11-07 | 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 | |
2020-09-06 | Implement manual particle emission and particle sub emitters. | reduz | |
2020-07-01 | Added const qualifier support for function arguments in shaders | Yuri Roubinsky | |
2020-06-19 | Implemented global const array to shaders | Yuri Roubinsky | |
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: 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. | |||
2020-05-14 | Port member initialization from constructor to declaration (C++11) | Rémi Verschelde | |
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists. | |||
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) | |||
2020-04-29 | 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. |