Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-19 | Clears completion_class in shaders (may cause troubles if not). | Yuri Roubinsky | |
2020-01-18 | Added missing form of array constructor in shaders | Yuri Roubinsky | |
2020-01-16 | Disabled array initialization, const array and arr.length in shaders | Yuri Roubinsky | |
2020-01-12 | Make texture_debug_usage thread safe | clayjohn | |
2020-01-10 | Fix nested break/return in shader switch statement | Yuri Roubinsky | |
2020-01-08 | Merge pull request #34671 from Chaosus/shader_hex_support | Rémi Verschelde | |
Support for hex numbers in shaders | |||
2020-01-06 | Add VisualServer methods to get the video adapter name and vendor | Hugo Locurcio | |
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404. | |||
2020-01-03 | Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix | Rémi Verschelde | |
Fixed antialiasing option for Polygon2D with concave/hollow shapes | |||
2020-01-01 | Fixed antialiasing option for Polygon2D | PouleyKetchoupp | |
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568 | |||
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. | |||
2019-12-29 | Support for hex numbers in shaders | Yuri Roubinsky | |
2019-12-10 | Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers | Rémi Verschelde | |
Removed unused variables, add some constants numbers | |||
2019-12-10 | Removed unused variables, add some constants numbers | Rafał Mikrut | |
2019-12-03 | Merge pull request #34061 from Chaosus/fix_shader_const | Rémi Verschelde | |
Fix expressions for global constants in shaders | |||
2019-12-03 | Merge pull request #33857 from nekomatata/polygon-2d-antialiasing | Rémi Verschelde | |
Fixed antialiased option for Polygon2D | |||
2019-12-02 | Fix expressions for global constants in shaders | Yuri Roubinsky | |
2019-11-28 | Fixed antialiased option for Polygon2D / Line2D | PouleyKetchoupp | |
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823 | |||
2019-11-27 | Fix crash when disabling a YSort node | Bojidar Marinov | |
Fixes #33932 | |||
2019-11-18 | Fix Visual Studio throwing C4146 warning. | Marcel Admiraal | |
2019-11-09 | Fixed Particles restart after visibility has been set to off and on again | PouleyKetchoupp | |
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted. Fixed #33476 | |||
2019-11-05 | Merge pull request #33153 from raphael10241024/fix_occluder | Rémi Verschelde | |
fix occluders positions error under canvas_layer | |||
2019-11-03 | Prevents usage of unsupported texture shader types in GLES2 | Yuri Roubinsky | |
2019-11-02 | Removed switch operator from GLES2 shader back-end | 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 | |
2019-10-29 | fix occluders positions error under canvas_layer, close #32880 | RaphaelHunter | |
2019-10-28 | Fix shader crash if non-boolean expression inserted into "if" | 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. | |||
2019-10-13 | Properly free sky and lightmap caches in multithreaded server | clayjohn | |
2019-10-08 | Fix invalid autocompletion pasting of shader param name | Yuri Roubinsky | |
2019-10-08 | Merge pull request #32571 from DavidSichma/rect_flip | Rémi Verschelde | |
Correctly flip texture src region | |||
2019-10-06 | Prevent shader crash if name of variable overrides function name | Yuri Roubinsky | |
2019-10-06 | Prevent shader crash if function call been used on constant | Yuri Roubinsky | |
2019-10-06 | Fix few redefinition name errors for variable/param/function in shaders | Yuri Roubinsky | |
2019-10-05 | Correctly flip texture src region | David Sichma | |
2019-10-02 | Removed unnecessary shader error log messages | Yuri Roubinsky | |
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-20 | Merge pull request #32150 from luzpaz/typos | Rémi Verschelde | |
Fix misc. source comment typos | |||
2019-09-19 | Fix misc. source comment typos | luz.paz | |
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt ` | |||
2019-09-19 | Merge pull request #31202 from azagaya/light-data | Rémi Verschelde | |
Create shadow_vec for altering shadow computation | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used. | |||
2019-08-28 | Fix shader crash when users miss the return statement | Yuri Roubinski | |
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-14 | Merge pull request #31266 from ↵ | Rémi Verschelde | |
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments | |||
2019-08-13 | Implemented do/while loops for shaders | Yuri Roubinski | |
2019-08-13 | Force user to initialize local shader constants | Yuri Roubinski | |
2019-08-12 | Remove redundant author doc comments | IAmActuallyCthulhu | |
2019-08-09 | Show that identifier found in function names | Cameron Reikes | |