| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Fix visual shader node expression undo/redo for set_size and expression | Yuri Roubinsky | 2020-10-15 | 1 | -33/+51 |
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| * | Fix copy/paste/duplicate for particle mode in visual shaders | Yuri Roubinsky | 2020-10-15 | 1 | -9/+9 |
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| * | Refactor delete nodes functions in visual shader editor | Yuri Roubinsky | 2020-10-15 | 1 | -137/+90 |
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| * | Adds Metallic to spatial light input of visual shaders | Yuri Roubinsky | 2020-10-10 | 1 | -0/+1 |
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| * | Updates size of float constant in visual shader if empty is selected | Yuri Roubinsky | 2020-10-01 | 1 | -0/+8 |
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| * | Add an option to select a predifined constant in visual shader editor | Yuri Roubinsky | 2020-10-01 | 1 | -10/+95 |
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| * | Drag & drop 3d/2d array/cubemap texture to visual shader | Yuri Roubinsky | 2020-09-29 | 1 | -6/+38 |
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| * | Merge pull request #42078 from Chaosus/vs_rename_type | Rémi Verschelde | 2020-09-29 | 1 | -3/+3 |
| |\ | | | | | Renames Type to OpType in VisualShaderNodeMultiplyAdd | ||||
| | * | Renames Type to OpType in VisualShaderNodeMultiplyAdd | Yuri Roubinsky | 2020-09-15 | 1 | -3/+3 |
| | | | | | | | To prevent possible conflicts with C# and other languages. | ||||
| * | | Fix undo for moving multiple visual shader nodes | Yuri Roubinsky | 2020-09-27 | 1 | -5/+20 |
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| * | | Fix expressions nodes in visual shaders | Yuri Roubinsky | 2020-09-22 | 1 | -43/+35 |
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| * | | Fix UniformRef invalid updating when LineEdit focus out | Yuri Roubinsky | 2020-09-22 | 1 | -6/+9 |
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| * | | Fix some bugs in visual shader editor | Yuri Roubinsky | 2020-09-21 | 1 | -82/+157 |
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| * | Fix visual shader connection regression | Yuri Roubinsky | 2020-09-13 | 1 | -1/+1 |
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| * | [VisualShader] Fixes default node's input port not hiding on connection | Yuri Roubinsky | 2020-09-13 | 1 | -51/+16 |
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| * | Update shader graph if mode is changed | Yuri Roubinsky | 2020-09-12 | 1 | -14/+22 |
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| * | Improve performance of Add/Remove/Connect/Change nodes in visual shader | Yuri Roubinsky | 2020-09-11 | 1 | -455/+638 |
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| * | Added Line numbers to CodeEdit | Paulb23 | 2020-09-10 | 1 | -2/+2 |
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| * | Add and convert editor to use CodeEdit | Paulb23 | 2020-09-10 | 1 | -4/+4 |
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| * | Added Texture3D to visual shaders | Yuri Roubinsky | 2020-09-10 | 1 | -2/+5 |
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| * | Fix build warning in visual_shader_editor | Yuri Roubinsky | 2020-09-09 | 1 | -1/+1 |
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| * | Improve performance for Show/Hide port preview in visual shaders | Yuri Roubinsky | 2020-09-09 | 1 | -18/+96 |
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| * | Improve performance of Undo:change node position in visual shader | Yuri Roubinsky | 2020-09-09 | 1 | -4/+3 |
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| * | Remakes particles in visual shaders | Yuri Roubinsky | 2020-09-07 | 1 | -72/+134 |
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| * | Removes redundant code & fix documentation for VisualShaderNodeCustom | Yuri Roubinsky | 2020-09-06 | 1 | -20/+0 |
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| * | Use flags instead TYPE_ enum in visual shaders editor | Yuri Roubinsky | 2020-09-06 | 1 | -143/+144 |
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| * | Restore Particles functionality in visual shader | Yuri Roubinsky | 2020-09-03 | 1 | -13/+22 |
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| * | Fix incorrect colors for member variables and numbers in visual shaders | Yuri Roubinsky | 2020-07-31 | 1 | -0/+8 |
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| * | Merge pull request #40800 from briansemrau/fix-shader-comment-highlighting | Rémi Verschelde | 2020-07-28 | 1 | -2/+2 |
| |\ | | | | | Fixed Shader editor single-line comment highlight | ||||
| | * | Fixed shader editor comment highlighting | Brian Semrau | 2020-07-28 | 1 | -2/+2 |
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| * | | Fix functions name color in visual shader code preview and expressions | Yuri Roubinsky | 2020-07-28 | 1 | -0/+4 |
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| * | Added UniformRef visual shader node | Yuri Roubinsky | 2020-07-28 | 1 | -0/+131 |
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| * | Fixed visual shader editor not clearing colour regions | Paulb23 | 2020-07-14 | 1 | -0/+1 |
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| * | Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter | Paulb23 | 2020-07-11 | 1 | -10/+13 |
| | | | | | | | | | - Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher | ||||
| * | Added 'fma' function to shader language | Yuri Roubinsky | 2020-07-10 | 1 | -0/+8 |
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| * | Makes "Add new member" dialog non-exclusive for visual shaders | Yuri Roubinsky | 2020-07-04 | 1 | -0/+1 |
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| * | Remove ToolButton in favor of Button | Hugo Locurcio | 2020-06-19 | 1 | -2/+4 |
| | | | | | | | | | | | | ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081. | ||||
| * | Added Texture2DArray support to visual shaders | Yuri Roubinsky | 2020-06-19 | 1 | -0/+2 |
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| * | Style: Enforce braces around if blocks and loops | Rémi Verschelde | 2020-05-14 | 1 | -31/+61 |
| | | | | | | 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 definitions | Rémi Verschelde | 2020-05-14 | 1 | -0/+1 |
| | | | | | | | | | | | | | | | | | | | | | | | | 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 KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde | 2020-05-14 | 1 | -110/+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. | ||||
| * | Style: clang-format: Disable AllowShortIfStatementsOnASingleLine | Rémi Verschelde | 2020-05-10 | 1 | -2/+4 |
| | | | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet. | ||||
| * | Merge pull request #38475 from Chaosus/vs_quals | Rémi Verschelde | 2020-05-06 | 1 | -3/+10 |
| |\ | | | | | Added uniform qualifiers to visual shaders | ||||
| | * | Added uniform qualifiers to visual shaders | Yuri Roubinsky | 2020-05-05 | 1 | -3/+10 |
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| * | | Some fixes for canvas item visual shader inputs | Yuri Roubinsky | 2020-05-05 | 1 | -1/+3 |
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| * | Rename InputFilter back to Input | Rémi Verschelde | 2020-04-28 | 1 | -3/+3 |
| | | | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690. | ||||
| * | Implement global and per instance shader uniforms. | Juan Linietsky | 2020-04-17 | 1 | -2/+8 |
| | | | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material. | ||||
| * | Adds warning to the uniform name in visual shader if its equal to keyword | Yuri Roubinsky | 2020-04-06 | 1 | -0/+11 |
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| * | Replace NULL with nullptr | lupoDharkael | 2020-04-02 | 1 | -18/+18 |
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| * | Renaming of servers for coherency. | Juan Linietsky | 2020-03-27 | 1 | -2/+2 |
| | | | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files. | ||||
