Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-03-15 | Hinted shader uniforms can have a default value | JFonS | |
2018-03-10 | Fix invalid mix function overload | Chaosus | |
2018-03-07 | Make the shader token names consistent. | Saracen | |
2018-03-03 | Fix floatBitsToUint function | Chaosus | |
2018-02-20 | Revert "Handle single-argument constructors in uniform default values" | Juan Linietsky | |
2018-02-20 | Merge pull request #15985 from Nallebeorn/uniforms-single-argument-constructors | Rémi Verschelde | |
Handle single-argument constructors in uniform default values | |||
2018-02-18 | Added missing shader functions | Chaosus | |
2018-01-22 | Handle single-argument constructors in shaders. | Benjamin | |
Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash). | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-03 | Fix premature declaration of shader variables created with assignment | binbitten | |
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-29 | Fixed wrong highlighted line when erroring and using single-line comments, ↵ | binbitten | |
fixes #15167 | |||
2017-12-17 | Cleanup some #if 0'd code | Rémi Verschelde | |
2017-12-17 | Shader Language: Add in-for declared variables within for-block scope. | Enzo Nocera | |
2017-12-15 | Made built-in identifiers properly constant in shaders. Fixes #14449, closes ↵ | Juan Linietsky | |
#14629 | |||
2017-11-27 | Added interpolation modifiers to shaderlang | Scayze | |
2017-11-27 | Added overloads of vector parameters for shader Trig functions. | RaXaR | |
Ammend: Removed whitespace from blank lines. Ammend2: Removed extra spaces in an attempt to make Clang happy. :) | |||
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | |
wrong function, leading to unnecesary copy on writes and reduced performance. | |||
2017-11-23 | Rename two-parameter arc-tangent function to atan in shader language, as it ↵ | Ferenc Arn | |
is in GLSL. Fixes #13214. | |||
2017-10-16 | Fix crash in shader parsing | Pedro J. Estébanez | |
...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046. | |||
2017-09-27 | Fixes to light shaders, should work now.. | Juan Linietsky | |
2017-09-24 | Discarding now works in shaders | Daniel Doran | |
"discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly. | |||
2017-09-21 | Add inversesqrt to shader language. | Ferenc Arn | |
2017-09-08 | Fix unused variable warnings | Hein-Pieter van Braam | |
The forth in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-09-05 | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | |
2017-09-02 | Fix typos 'a' and 'an' | Poommetee Ketson | |
2017-09-02 | Fix use of unitialized variables | Hein-Pieter van Braam | |
The second in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-09-01 | Fix typo 'begining' to 'beginning' | Poommetee Ketson | |
2017-08-31 | Revert "Fix shader function calls being assignable" | Rémi Verschelde | |
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | |
instruction, fixes #9677 | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-23 | Fix shader function calls being assignable | Mason Ashbridge | |
2017-08-20 | property validate assignment condition in new variables, fixes #9411 | Juan Linietsky | |
2017-08-17 | Shader: Fix typo in "facefordward" | Rémi Verschelde | |
Fixes #10399. | |||
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky | |
-Some fixes to shader lang | |||
2017-06-17 | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵ | Juan Linietsky | |
make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353 | |||
2017-06-04 | Added depth texture support (using parallax) to default material. | Juan Linietsky | |
2017-05-01 | Fix get_shader_type index upper bound | Carter Anderson | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-11-20 | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | |
a lot more complete and usable now. | |||
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | |
general |