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path: root/editor/plugins/visual_shader_editor_plugin.cpp
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* Fix visual shader node expression undo/redo for set_size and expressionYuri Roubinsky2020-10-151-33/+51
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* Fix copy/paste/duplicate for particle mode in visual shadersYuri Roubinsky2020-10-151-9/+9
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* Refactor delete nodes functions in visual shader editorYuri Roubinsky2020-10-151-137/+90
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* Adds Metallic to spatial light input of visual shadersYuri Roubinsky2020-10-101-0/+1
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* Updates size of float constant in visual shader if empty is selectedYuri Roubinsky2020-10-011-0/+8
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* Add an option to select a predifined constant in visual shader editor Yuri Roubinsky2020-10-011-10/+95
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* Drag & drop 3d/2d array/cubemap texture to visual shaderYuri Roubinsky2020-09-291-6/+38
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* Merge pull request #42078 from Chaosus/vs_rename_typeRémi Verschelde2020-09-291-3/+3
|\ | | | | Renames Type to OpType in VisualShaderNodeMultiplyAdd
| * Renames Type to OpType in VisualShaderNodeMultiplyAddYuri Roubinsky2020-09-151-3/+3
| | | | | | To prevent possible conflicts with C# and other languages.
* | Fix undo for moving multiple visual shader nodesYuri Roubinsky2020-09-271-5/+20
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* | Fix expressions nodes in visual shadersYuri Roubinsky2020-09-221-43/+35
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* | Fix UniformRef invalid updating when LineEdit focus outYuri Roubinsky2020-09-221-6/+9
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* | Fix some bugs in visual shader editorYuri Roubinsky2020-09-211-82/+157
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* Fix visual shader connection regressionYuri Roubinsky2020-09-131-1/+1
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* [VisualShader] Fixes default node's input port not hiding on connectionYuri Roubinsky2020-09-131-51/+16
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* Update shader graph if mode is changedYuri Roubinsky2020-09-121-14/+22
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* Improve performance of Add/Remove/Connect/Change nodes in visual shaderYuri Roubinsky2020-09-111-455/+638
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* Added Line numbers to CodeEditPaulb232020-09-101-2/+2
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* Add and convert editor to use CodeEditPaulb232020-09-101-4/+4
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* Added Texture3D to visual shadersYuri Roubinsky2020-09-101-2/+5
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* Fix build warning in visual_shader_editorYuri Roubinsky2020-09-091-1/+1
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* Improve performance for Show/Hide port preview in visual shadersYuri Roubinsky2020-09-091-18/+96
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* Improve performance of Undo:change node position in visual shaderYuri Roubinsky2020-09-091-4/+3
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* Remakes particles in visual shadersYuri Roubinsky2020-09-071-72/+134
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* Removes redundant code & fix documentation for VisualShaderNodeCustomYuri Roubinsky2020-09-061-20/+0
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* Use flags instead TYPE_ enum in visual shaders editorYuri Roubinsky2020-09-061-143/+144
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* Restore Particles functionality in visual shaderYuri Roubinsky2020-09-031-13/+22
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* Fix incorrect colors for member variables and numbers in visual shadersYuri Roubinsky2020-07-311-0/+8
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* Merge pull request #40800 from briansemrau/fix-shader-comment-highlightingRémi Verschelde2020-07-281-2/+2
|\ | | | | Fixed Shader editor single-line comment highlight
| * Fixed shader editor comment highlightingBrian Semrau2020-07-281-2/+2
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* | Fix functions name color in visual shader code preview and expressionsYuri Roubinsky2020-07-281-0/+4
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* Added UniformRef visual shader nodeYuri Roubinsky2020-07-281-0/+131
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* Fixed visual shader editor not clearing colour regionsPaulb232020-07-141-0/+1
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* Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-10/+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 languageYuri Roubinsky2020-07-101-0/+8
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* Makes "Add new member" dialog non-exclusive for visual shadersYuri Roubinsky2020-07-041-0/+1
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-2/+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 shadersYuri Roubinsky2020-06-191-0/+2
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-31/+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 definitionsRémi Verschelde2020-05-141-0/+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 KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-110/+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 AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-2/+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_qualsRémi Verschelde2020-05-061-3/+10
|\ | | | | Added uniform qualifiers to visual shaders
| * Added uniform qualifiers to visual shadersYuri Roubinsky2020-05-051-3/+10
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* | Some fixes for canvas item visual shader inputsYuri Roubinsky2020-05-051-1/+3
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* Rename InputFilter back to InputRémi Verschelde2020-04-281-3/+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 Linietsky2020-04-171-2/+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 keywordYuri Roubinsky2020-04-061-0/+11
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* Replace NULL with nullptrlupoDharkael2020-04-021-18/+18
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-2/+2
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.