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path: root/scene/resources/visual_shader.cpp
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* Use Core/Scene stringnames consistentlykobewi2024-05-131-1/+1
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* [VisualShader] Add reroute node and improve port drawingHendrik Brucker2024-05-131-4/+92
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* Reduce and prevent unnecessary random-access to `List`A Thousand Ships2024-05-041-26/+28
| | | | | | | | | Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when accessing a single element) * Removed subscript operator, in favor of a more explicit `get` * Added conversion from `Iterator` to `ConstIterator` * Remade existing operations into other solutions when applicable
* Merge pull request #90892 from Chaosus/vs_fix_expression_port_expandRémi Verschelde2024-05-011-0/+4
|\ | | | | | | Prevent expanding output port in visual shader expression
| * Prevent expanding output port in visual shader expressionYuri Rubinsky2024-04-191-0/+4
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* | Rename internal is_ascii_char to is_ascii_alphabet_charAaron Franke2024-04-201-2/+2
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* [Compatibility] Add stub for VisualShaderNodeCommentHendrik Brucker2024-04-181-1/+20
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* Add GraphFrame and integrate it in VisualShaderHendrik Brucker2024-04-041-23/+124
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* Refactor the parsing of port names in visual shader's expressionsYuri Rubinsky2024-03-211-52/+45
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* Redesign the graph editor for visual shadersHendrik Brucker2024-02-221-0/+5
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* Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-dataRémi Verschelde2024-02-081-0/+2
|\ | | | | | | Support CUSTOM shader attributes in 2D
| * Add custom shader attributes to Canvas Item ShadersGiwayume2024-01-231-0/+2
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* | Check is the ref shader valid in visual shader's update_option_menujsjtxietian2024-01-251-0/+4
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* | Add connection-related VisualShader operationsHendrik Brucker2024-01-191-0/+14
| | | | | | | | | | | | - Insert a node in a connection - Drop an unconnected node on a connection to insert it - Delete a connection
* | Merge pull request #84348 from ↵Rémi Verschelde2024-01-041-4/+4
|\ \ | |/ |/| | | | | | | jsjtxietian/screen-uv-in-visual-shader-preview-should-uv Fix visual shader's `screen_uv` input preview uses position of node rather than a sample area like uv
| * Fix visual shader's screen_uv input preview uses position of nodejsjtxietian2023-11-061-4/+4
| | | | | | | | rather than a sample area like uv
* | Visual shader refacter use of connectionAlistair Leslie-Hughes2023-12-121-6/+7
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* | Fix VisualShader connection use after free.Alistair Leslie-Hughes2023-11-141-1/+1
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* Merge pull request #83194 from jsjtxietian/fix-bool-varying-code-genRémi Verschelde2023-10-131-3/+0
|\ | | | | | | Fix bool varying's generated code will be modified with flat
| * Fix bool varying's generated code will be modified with flatjsjtxietian2023-10-121-3/+0
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* | Fix parameter shader node not declared when only connected to a VaryingSetterjsjtxietian2023-10-121-1/+1
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* Implement drop-down list properties to the custom visual shader nodesYuri Roubinski2023-09-291-0/+97
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* made visual shader ports expandable by default if there is only one output ↵DennisManaa2023-09-221-0/+4
| | | | | | port and it's of any vector type Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
* Clean up/refactor GraphNode and make it more flexibleHendrik Brucker2023-09-071-0/+8
| | | | | Split GraphNode into GraphElement and GraphNode, add custom titlebar, and adjust theming.
* Make the dragging connections more user-friendly in visual shadersYuri Roubinski2023-07-201-0/+13
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* Unify and streamline connecting to Resource changeskobewi2023-07-171-3/+3
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* Merge pull request #73691 from Chaosus/vs_depthYuri Sizov2023-07-121-1/+3
|\ | | | | | | Add DEPTH to the visual shader output (for spatial mode)
| * Add DEPTH to the visual shader output (for spatial mode)Yuri Rubinsky2023-02-211-1/+3
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* | Remove uses of `vformat()` with no placeholdersHugo Locurcio2023-06-281-2/+2
| | | | | | | | This is identical to passing the string directly.
* | Add handling of custom visual shader nodes from GDExtensionYuri Rubinsky2023-05-061-0/+30
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* | Add LIGHT_IS_DIRECTIONAL built-in for spatial shadersJohan Aires Rastén2023-04-201-0/+1
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* | Add EXPOSURE built in to spatial shadersclayjohn2023-04-121-0/+3
| | | | | | | | This allows users to restore light values to pre-pre-exposure amounts
* | Write out render_mode even when mode is set to default in VisualShadersclayjohn2023-04-111-3/+9
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* Prevent preview error for the instance parameter in visual shaderYuri Rubinsky2023-02-031-0/+5
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* Merge pull request #71479 from raulsntos/virtual-return-typeRémi Verschelde2023-02-011-2/+8
|\ | | | | | | Use enum instead of int in virtual methods return type
| * Use enum instead of int in virtual methods return typeRaul Santos2023-01-311-2/+8
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* | Merge pull request #72485 from BastiaanOlij/add_eye_matrix_accessRémi Verschelde2023-02-011-0/+2
|\ \ | | | | | | | | | Expose EYE_OFFSET to gdshader code
| * | Expose EYE_OFFSET to gdshader codeBastiaan Olij2023-02-011-0/+2
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* / Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-311-1/+1
|/ | | | | | | | | | | GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
* PropertyUsage: Rename "DO_NOT_SHARE_ON_DUPLICATE" to "ALWAYS_DUPLICATE"Aaron Franke2023-01-241-1/+1
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* Some refactoring for visual shader texture functionsYuri Rubinsky2023-01-201-1/+0
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* Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn2023-01-181-4/+0
| | | | in favour of texture hints
* Add few improvements for `VisualShaderNodeParticleRandomness`Yuri Rubinsky2023-01-091-8/+0
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* Add `uint` type support to visual shadersYuri Rubinsky2023-01-061-12/+103
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Add missing CUSTOM inputs for the spatial/vertex mode of visual shaderYuri Rubinsky2022-12-261-0/+4
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* Optimize a code generation of visual shader particlesYuri Rubinsky2022-12-111-49/+39
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* Implement CAMERA_VISIBLE_LAYERS as built-in shader variableNumbuhFour2022-12-031-0/+2
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* Simplify GDVIRTUAL_CALL callskobewi2022-10-191-10/+6
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* SCons: Re-enable treating `#warning` as error with `werror`Rémi Verschelde2022-10-101-3/+2
| | | | | | | | Replace all TODO uses of `#warning` by proper TODO comments, and will open matching bug reports to keep track of them. We don't have a great track record fixing TODOs, but I'd wager we're even worse for fixing these "TODO #warning" so we should prohibit this usage.