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Allow non-constants for indexing builtin types in shaders
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Add support for 3D textures to GLES2
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Support for hex numbers in shaders
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Removed unused variables, add some constants numbers
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The list of allowed shader types is now displayed if any
`shader_type`-related error is emitted.
This makes it easier to remember which shader types are allowed
when creating a new shader.
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Noticed that the error condition will return a NULL instead of something more explicit like "false".
Should make the code more readable at a glance.
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Co-authored-by: DavidSichma <sichmada@gmail.com>
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Allow constructing larger data types by swizzling
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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