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path: root/editor/plugins/material_editor_plugin.cpp
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* Add EditorUndoRedoManager singletonkobewi2023-01-161-2/+2
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* Use BitField<> in core type masksJuan Linietsky2023-01-081-1/+1
| | | | | | | | * All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Rename TextureButton set_*_texture methods to set_texture_*Aaron Franke2022-11-191-9/+9
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* Enable material editor preview to be rotated.Anilforextra2022-09-071-13/+33
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* Merge pull request #65210 from YuriSizov/control-customizable-cache-p3Rémi Verschelde2022-09-021-21/+25
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| * Fix theme propagation in various parts of the editorYuri Sizov2022-09-021-21/+25
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* | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde2022-09-021-18/+18
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| * Rename `uniform` to `parameter` across the engineYuri Rubinsky2022-09-011-18/+18
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* | Implement Physical Light Units as an optional setting.clayjohn2022-08-311-0/+5
|/ | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
* Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde2022-08-301-1/+1
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| * Implement MSAA for 2D [Vulkan only]Hendrik Brucker2022-08-131-1/+1
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* | Merge pull request #64367 from Mickeon/rename-var-to-strRémi Verschelde2022-08-261-2/+2
|\ \ | | | | | | Rename `str2var` to `str_to_var` and similar
| * | Rename `str2var` to `str_to_var` and similarMicky2022-08-261-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
* | | Rename ParticlesMaterial to ParticleProcessMaterialMicky2022-08-261-6/+6
|/ / | | | | | | Also affects their file names, related classes and documentation.
* / Add per-scene UndoRedokobewi2022-08-221-4/+3
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* Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio2022-08-041-18/+18
| | | | | | `shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
* Extract EditorResourceConversionPlugin into its own source files and clean ↵Yuri Sizov2022-07-311-0/+1
| | | | up editor includes
* Remove Signal connect bindsJuan Linietsky2022-07-291-4/+4
| | | | | Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
* Merge pull request #62888 from ↵Hugo Locurcio2022-07-271-3/+5
|\ | | | | | | | | Calinou/editor-material-preview-improve-appearance Improve appearance of the material editor preview
| * Improve appearance of the material editor previewHugo Locurcio2022-07-101-3/+5
| | | | | | | | | | - Use lower camera FOV to show more of the sphere/box, while still fully displaying the meshes in question.
* | Rename Control PRESET_WIDE to PRESET_FULL_RECTFireForge2022-07-181-3/+3
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* Fix some issues found by cppcheck.bruvzg2022-04-061-2/+2
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* Update if == NOTIFICATION_* to switch statements to match coding stylemegalobyte2022-02-161-19/+21
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* Remove most EditorNode constructor parameters and fieldstrollodel2022-02-141-1/+1
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+1
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* Fix typos with codespellRémi Verschelde2022-01-071-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 2.1.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang ans ba curvelinear dof doubleclick fave findn gird inout leapyear lod merchantibility nd numer ois ony que readded seeked statics
* Move metallic and roughness automated assignment to an inspector UndoRedoSaracenOne2022-01-061-0/+39
| | | | callback.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixup last commit, change misleading CodeEditor for consistencyRémi Verschelde2021-12-091-1/+1
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* Fix mid-air conflict between #55299 and #55692Rémi Verschelde2021-12-091-1/+1
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* Add CanvasItem mode support to the MaterialEditorYuri Roubinsky2021-12-071-10/+41
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* Added convertor from `ORMMaterial3D` to `ShaderMaterial`Yuri Roubinsky2021-10-291-0/+46
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* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-0/+38
| | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
* Conversion now includes "Local to scene" flag and nameManuel Dun2021-09-151-0/+12
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-6/+6
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-20/+20
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* Optimize StringName usagereduz2021-07-181-9/+9
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-17/+17
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* Rename Transform to Transform3D in coreAaron Franke2021-06-031-4/+4
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename Control margin to offsetMarcel Admiraal2020-12-231-2/+2
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+12
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-29/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Change non-existent World to World3Dqarmin2020-04-181-3/+3
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* Merge pull request #37509 from wazzy47/issue_36228Rémi Verschelde2020-04-101-1/+11
|\ | | | | Add "preview_on_sphere" setting of material editor plugin
| * Add "preview_on_sphere" setting of material editor pluginVasiliy2020-04-041-1/+11
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* | Rename ViewportContainer to SubViewportContainerMichael Alexsander2020-04-011-2/+2
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-18/+18
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.