Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-02-11 | Completed material/2D shader support (missing SCREEN_TEXTURE) | Juan Linietsky | |
2020-02-07 | Prevent shader crash if invalid builtin used after array member accessor | Yuri Roubinsky | |
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
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. | |||
2019-11-03 | Prevents usage of unsupported texture shader types in GLES2 | Yuri Roubinsky | |
2019-10-31 | Prevents shader crash on GLES2 if unsupported built-in has been used | Yuri Roubinsky | |
2019-10-29 | Added check if field name in the shader is equal to builtin | Yuri Roubinsky | |
2019-10-26 | Improve error messages related to `shader_type` | Hugo Locurcio | |
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. | |||
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-08-28 | Fix shader crash when users miss the return statement | Yuri Roubinski | |
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-05 | Implemented local shader constants | Yuri Roubinski | |
2019-07-16 | Added local array initializer | Chaosus | |
2019-07-15 | Implemented local shader arrays | Chaosus | |
2019-07-06 | Fix code completion for shader editor | geequlim | |
2019-06-01 | Added constant support to shaders | Chaosus | |
Co-authored-by: DavidSichma <sichmada@gmail.com> | |||
2019-02-13 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-02-12 | Core: Ensure classes match their header filename | Rémi Verschelde | |
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp` | |||
2019-01-30 | Fix many asan and ubsan reported issues | Hein-Pieter van Braam | |
This allows most demos to run without any ubsan or asan errors. There are still some things in thirdpart/ and some things in AudioServer that needs a look but this fixes a lot of issues. This should help debug less obvious issues, hopefully. This fixes #25217 and fixes #25218 | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-21 | Removed noperspective (not in GLSL ES 3.0), do not write smooth if not ↵ | Juan Linietsky | |
specified. Fixes #20435 | |||
2018-11-16 | Use hint_color when getting shader default params | JFonS | |
2018-11-14 | Proper validation of out arguments in built-in shader functions, closes #16244 | Juan Linietsky | |
2018-11-12 | Do not allow samplers where they dont belong (variables/return types), fixes ↵ | Juan Linietsky | |
#15133 | |||
2018-09-13 | Set uniform default values in inspector | JFonS | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-07-30 | add 3D textures | Thomas Herzog | |
2018-07-29 | Manually fix, merge and close #15168 | Juan Linietsky | |
2018-07-14 | Visual Shaders are back. | Juan Linietsky | |
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 | |
2018-04-19 | Fix Coverity reports of uninitialized scalar variable | Rémi Verschelde | |
Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token). | |||
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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
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 | |
2017-09-13 | Style: Apply clang-format to @reduz's changes | Rémi Verschelde | |
[ci skip] | |||
2017-09-05 | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | |
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 | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-03-05 | 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 | |||
2017-01-14 | 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. | |||
2017-01-04 | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | |
renderer for Mac OS X. Still broken at this point. | |||
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. | |||
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | |
general | |||
2016-10-07 | -the new shader language seems to work | Juan Linietsky | |
-shader editor plugin can edit shaders -code completion in shader editor plugin |