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path: root/editor/plugins/visual_shader_editor_plugin.cpp
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* 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.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-46/+46
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* Working multiple window support, including editorJuan Linietsky2020-03-261-5/+2
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-3/+3
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-1/+2
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Added sky shader mode to visual shadersYuri Roubinsky2020-03-251-0/+32
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* Signals: Don't pass default binds to EditorProperty property_changedRémi Verschelde2020-03-051-2/+2
| | | | | | | | | | | | | | | | This was done by mistake in #36758, but it's not necessary and actual causes a bug. `property_changed` is only emitted via `emit_changed()`, which already has default values for `p_field` and `p_changing`. Also reverted to using `String` for now to be on the safe side, even if it's inconsistent with `emit_changed()`. I had only changed it partially in #36758 so it was inconsistent. It probably does make sense to port `EditorInspector` and related property editors to use `StringName` where relevant, but that's for a dedicated PR. Fixes #36799.
* Signals: Fix some regressions from #36426Rémi Verschelde2020-03-031-6/+6
| | | | | | | | - Fix `callable_mp` bindings to methods which used to have default arguments passed to `bind_method`. We now have to re-specify them manually when connecting. - Re-add `GroupsEditor::update_tree` binding. - Misc code quality changes along the way.
* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-4/+4
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-4/+4
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-22/+10
| | | | | | | | | | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-92/+47
| | | | | | | | | | | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* | Place paste after copy in new popup menu in visual shaderYuri Roubinsky2020-02-271-9/+9
| | | | | | + renamed _on_nodes_delete to _delete_nodes
* | Added popup menu for some actions in visual shadersYuri Roubinsky2020-02-271-4/+68
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* | Fix resizer icon color in VisualScripts/Shaders when graph headers is onYuri Roubinsky2020-02-261-2/+10
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* | Changed float type to int for INDEX visual shader inputYuri Roubinsky2020-02-261-1/+1
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* | Add support for integer type in visual shadersYuri Roubinsky2020-02-261-73/+121
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* | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-1/+1
|/ | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Refactor node processing in visual shader member dialogYuri Roubinsky2020-02-211-114/+83
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-53/+53
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-2/+2
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky2020-02-151-2/+2
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* Restore cubemaps in visual shadersYuri Roubinsky2020-02-141-2/+2
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* Restore drag&drop textures in visual shadersYuri Roubinsky2020-02-131-1/+1
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* Added virtual method to VisualShaderNodeCustom to enable high-end markYuri Roubinsky2020-02-131-2/+9
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* Added high-end (Vulkan) label to some functions in visual shaderYuri Roubinsky2020-02-121-6/+18
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* Texture refactorJuan Linietsky2020-02-111-3/+2
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Implemented hint_range for VisualShaderNodeScalarUniformYuri Roubinsky2020-02-071-3/+32
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* Fixes min size of various editor plugins on HiDPIHaoyu Qiu2020-01-121-1/+1
| | | | | | | | * AnimationTree * AudioStream * ResourcePreloader * ShaderEditor * VisualShaderEditor
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+2
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* Fix some small text mistakesTomasz Chabora2019-11-081-2/+2
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* Added sampler inputs for visual shadersYuri Roubinsky2019-11-031-1/+8
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* Sort custom vshader nodes+prevents them from divide to different foldersYuri Roubinsky2019-11-021-5/+53
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* Prevents folding of member tree on drag&drop in visual shaderYuri Roubinsky2019-10-101-0/+3
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* Fix VisualShaderInput (if compiled with MinGW) (correct, tested version)Yuri Roubinsky2019-10-041-1/+1
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* Fix VisualShaderInput if compiled with MinGWYuri Roubinsky2019-10-041-1/+1
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* Makes Texture and TextureUniform in visual shaders to use UV by defaultYuri Roubinsky2019-10-031-0/+9
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* Drag&drop custom nodes from filesystem to visual shaderYuri Roubinsky2019-10-021-4/+33
| | | + better loading of custom nodes
* Added sampler port type for visual shadersChaosus2019-10-011-20/+28
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