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path: root/scene/resources/visual_shader.cpp
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* Rename several transform built-ins in shadersYuri Roubinsky2022-03-181-17/+17
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* Add `_get_func_code/_is_available` virtual functions to custom nodesYuri Roubinsky2022-03-081-19/+65
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* Merge pull request #58750 from Chaosus/vs_varyingsRémi Verschelde2022-03-071-15/+501
|\ | | | | Add varying support to visual shaders
| * Add varying support to visual shadersYuri Roubinsky2022-03-041-15/+501
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* | Adds few more input/output built-ins to visual shaderYuri Roubinsky2022-03-031-2/+17
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* Use Filament specular models and parametrizationclayjohn2022-02-221-1/+1
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* Add some more fixes to visual shaderYuri Roubinsky2022-02-071-5/+9
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* Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`Yuri Roubinsky2022-02-061-132/+132
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* Cleanup and move char functions to the `char_utils.h` header.bruvzg2022-02-041-9/+5
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* Merge pull request #57562 from AnilBK/string-add-containsRémi Verschelde2022-02-031-1/+1
|\ | | | | String: Add contains().
| * String: Add contains().Anilforextra2022-02-041-1/+1
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* | Add support for 2D vector type to visual shadersYuri Roubinsky2022-02-021-146/+417
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* Merge pull request #57056 from Chaosus/vs_fix_defaultsRémi Verschelde2022-01-231-2/+2
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| * Fix default input port hints for some modes in visual shaderYuri Roubinsky2022-01-221-2/+2
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* | Remove transform input from fog mode in visual shadersYuri Roubinsky2022-01-221-1/+0
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* Fix undo after non-last port removal in `VisualShaderNodeExpression`Yuri Roubinsky2022-01-211-2/+0
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* Fixed incorrect property typesArnav Vijaywargiya2022-01-111-1/+1
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* Add a GDScript template for `VisualShaderNodeCustom`Yuri Roubinsky2022-01-061-2/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Refactor render_mode in shaders, forbid declaring duplicatesYuri Roubinsky2021-12-211-53/+33
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* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-14/+14
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Rename `remove()` to `remove_at()` when removing by indexLightning_A2021-11-231-1/+1
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* Enchance `VisualShaderNodeMeshEmitter`, add more ports and fix bugsYuri Roubinsky2021-11-181-0/+1
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* Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky2021-11-121-1/+3
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* String: Remove `erase` method, bindings can't mutate StringRémi Verschelde2021-11-111-10/+8
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* Merge pull request #54660 from Chaosus/vs_particles_mesh_emitterRémi Verschelde2021-11-101-0/+6
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| * Added `MeshEmitter` node for particles in visual shaderYuri Roubinsky2021-11-061-0/+6
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* | VisualShader: Document enum args for virtual methodsRémi Verschelde2021-11-101-2/+2
|/ | | | Fixes #31563.
* Added 2D boolean hint for particle emitters in visual shadersYuri Roubinsky2021-11-051-0/+8
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* Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio2021-11-031-13/+13
| | | | | This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
* Repair Fog mode in visual shadersYuri Roubinsky2021-10-291-5/+9
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* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-4/+23
| | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
* Make port previews in visual shader visible in other shader modesYuri Roubinsky2021-10-111-11/+41
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* Use range iterators for `Map`Lightning_A2021-09-301-26/+26
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* Fix misspelled "overriden"Haoyu Qiu2021-08-261-1/+1
| | | | In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
* Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz2021-08-221-58/+51
| | | | | | | | | | | * New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
* Added missed limiters for Visual Shader node enumsYuri Roubinsky2021-08-151-2/+19
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* Fix printing error about unsupported modifier on `TransformUniform`Yuri Roubinsky2021-08-121-2/+76
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* Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)Yuri Roubinsky2021-08-061-11/+2
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* Added more input/output built-ins to visual shadersYuri Roubinsky2021-08-031-15/+57
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* Makes dictionary instead of string for visual shader versionYuri Roubinsky2021-08-021-10/+17
| | | | | Update doc/classes/VisualShader.xml Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-2/+2
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-26/+26
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* Fix function code generation for uniform triplanar node in visual shaderYuri Roubinsky2021-07-211-1/+7
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* Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde2021-07-201-107/+107
|\ | | | | Use C++11 raw literals for shader code to improve readability
| * Use C++11 raw literals for shader code to improve readabilityHugo Locurcio2021-07-191-107/+107
| | | | | | | | | | In files that have lots of branching, `\t` was replaced with a tab character instead.
* | Optimize StringName usagereduz2021-07-181-4/+4
|/ | | | | | | | | | | * 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.
* Prevent function gen in visual shader if no out connection is providedYuri Roubinsky2021-07-171-0/+14
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* Auto-set a first compatible uniform on dragging to create a UniformRefYuri Roubinsky2021-07-121-0/+22
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* Fix auto-connection from output node to input (VisualShaders)Yuri Roubinsky2021-06-281-0/+8
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