Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Drop old ShaderGraph code, obsoleted by VisualShader | Rémi Verschelde | 2018-08-24 | 1 | -2596/+0 |
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* | Bind many more properties to scripts | Bojidar Marinov | 2018-01-12 | 1 | -1/+1 |
| | | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added | ||||
* | Add missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -0/+1 |
| | | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | ||||
* | Update copyright statements to 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | Happy new year to the wonderful Godot community! | ||||
* | Rename pos to position in user facing methods and variables | letheed | 2017-09-20 | 1 | -7/+7 |
| | | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | ||||
* | Dead code tells no tales | Rémi Verschelde | 2017-08-27 | 1 | -73/+2 |
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* | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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* | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | 2017-08-20 | 1 | -177/+177 |
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* | Removes type information from method binds | Ignacio Etcheverry | 2017-08-10 | 1 | -6/+6 |
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* | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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* | Map POSITION to gl_FragCoord.xy for 2D shaders | Pedro J. Estébanez | 2017-03-08 | 1 | -0/+2 |
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* | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -24/+23 |
| | | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | ||||
* | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -76/+76 |
| | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56 | ||||
* | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -1/+1 |
| | | | | This saves typing and is a step towards fixing #56 | ||||
* | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -2/+2 |
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* | Style: No break before list brace | Rémi Verschelde | 2017-01-16 | 1 | -2/+1 |
| | | | | | | | clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty` | ||||
* | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -1/+1 |
| | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | ||||
* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -23/+23 |
| | | | | renamed to PoolVector | ||||
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -76/+76 |
| | | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | ||||
* | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 1 | -2/+5 |
|\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| * | Begining of GLES3 renderer: | Juan Linietsky | 2016-10-03 | 1 | -2/+5 |
| | | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | ||||
* | | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -1/+1 |
|/ | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | ||||
* | Expose light shadow color to canvas item shaders | Pedro J. Estébanez | 2016-09-07 | 1 | -0/+4 |
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* | Automatically create input node when creating a ShaderGraph | Franklin Sobrinho | 2016-03-14 | 1 | -5/+13 |
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* | Merge pull request #3136 from MarianoGnu/bug_fixing | Rémi Verschelde | 2016-01-06 | 1 | -2/+3 |
|\ | | | | | Fix RGBA Uniform autogeneration in ShaderGraph | ||||
| * | Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606) | MarianoGNU | 2015-12-26 | 1 | -2/+3 |
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* | | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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* | | Fix wrong getters in ShaderGraph | Rémi Verschelde | 2015-12-28 | 1 | -6/+6 |
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* | | replaced :var by :Variant in documentation, fixes #2897 | Juan Linietsky | 2015-12-14 | 1 | -1/+1 |
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* | | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color | Saracen | 2015-11-18 | 1 | -6/+20 |
|\ \ | | | | | | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp | ||||
| * | | Added ability to write directly to 4-dimensional position vector from within ↵ | Saracen | 2015-11-02 | 1 | -6/+20 |
| |/ | | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms. | ||||
* / | New shader feature: change the colour of shadows on a per-material basis. | Saracen | 2015-11-08 | 1 | -0/+1 |
|/ | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp | ||||
* | Fix crash when using a Scalar Uniform node to GraphShader | MarianoGNU | 2015-10-17 | 1 | -4/+4 |
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* | Compile shaders using default values. | Mariano Javier Suligoy | 2015-08-30 | 1 | -10/+77 |
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* | Edit default values. WARNING!!! | Mariano Javier Suligoy | 2015-08-29 | 1 | -43/+107 |
| | | | | Do not merge these changes, default values are not compiled into shaders yet! | ||||
* | Little fix: don't create an empty undo/redo command when trying to add a ↵ | Mariano Javier Suligoy | 2015-07-25 | 1 | -0/+9 |
| | | | | second Input GraphNode | ||||
* | Duplicate GraphNode(s) [Control+D] | Mariano Javier Suligoy | 2015-07-25 | 1 | -0/+41 |
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* | more fixes | Juan Linietsky | 2015-05-19 | 1 | -1/+1 |
| | | | | | | -only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939 | ||||
* | -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵ | Juan Linietsky | 2015-05-04 | 1 | -1/+1 |
| | | | | fixes #1775 | ||||
* | -vec3 uniforms should now work, fixes #1773 | Juan Linietsky | 2015-05-04 | 1 | -1/+1 |
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* | -made normalmaps easier in 2D, fixes #1467 | Juan Linietsky | 2015-04-27 | 1 | -0/+2 |
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* | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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* | fixed UV2 source in shader graph, closes #1633 | Juan Linietsky | 2015-04-12 | 1 | -2/+2 |
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* | -Fixes bug in ShaderGraph material, when uniform property is not used, fixes ↵ | Juan Linietsky | 2015-04-09 | 1 | -0/+3 |
| | | | | #1634 and #1610 | ||||
* | fixed shader graph length node, fixes #1632 | Juan Linietsky | 2015-04-07 | 1 | -1/+1 |
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* | Beta1 Attempt #1 | Juan Linietsky | 2015-04-02 | 1 | -3/+12 |
| | | | | | | | | | -=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1 | ||||
* | begin work on lighting system for 2D | Juan Linietsky | 2015-01-22 | 1 | -1/+1 |
| | | | | nothing functional yet, just experimenting with API | ||||
* | Fixes to texscreen, fixes to white testcube | Juan Linietsky | 2015-01-20 | 1 | -2/+2 |
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* | Visual Shader Editing for 2D | Juan Linietsky | 2015-01-20 | 1 | -1/+48 |
| | | | | Editing 2D shaders with visual editor seems to work now. | ||||
* | Color Ramp and Curve Map added to visual shader editing. | Juan Linietsky | 2015-01-19 | 1 | -3/+320 |
| | | | | | Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened. |