Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-07-17 | Merge pull request #20158 from Overblob/Fixed_shader_parsing_error_log | Rémi Verschelde | |
Fixed shader parsing error log | |||
2018-07-14 | Visual Shaders are back. | Juan Linietsky | |
2018-07-14 | Fixed error due to bad cursor handling when parsing shader code | Overblob | |
Fixed completion error log thrown on "no auto-completion found" for typings with no completion. | |||
2018-06-01 | Fix return type of isnan and isinf in the shader language | Oliver Rausch | |
2018-05-16 | Fix bad operator check in `ShaderLanguage::_validate_assign` | nemerle | |
2018-05-07 | Merge pull request #18533 from JFonS/fix_shader_compile | Juan Linietsky | |
Fix vector reduction in shader language | |||
2018-05-07 | Fix vector reduction in shader language | JFonS | |
2018-05-01 | Merge pull request #18321 from Crazy-P/Fixes-logically-dead-code | Rémi Verschelde | |
Fixes logically dead code (Coverity) | |||
2018-04-22 | Change ".." punctuation for "..." in editor strings (#16507) | Hugo Locurcio | |
2018-04-21 | Fixes logically dead code (Coverity) | Crazy-P | |
Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment. | |||
2018-04-17 | Fix typos in shader_language.cpp | Poommetee Ketson | |
2018-03-28 | Removed redundant abs shader builtin | Chaosus | |
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 | |