Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
| * | Fix bool varying's generated code will be modified with flat | jsjtxietian | 2023-10-12 | 1 | -3/+0 | |
| | | ||||||
* | | Fix parameter shader node not declared when only connected to a VaryingSetter | jsjtxietian | 2023-10-12 | 1 | -1/+1 | |
|/ | ||||||
* | Implement drop-down list properties to the custom visual shader nodes | Yuri Roubinski | 2023-09-29 | 1 | -0/+97 | |
| | ||||||
* | made visual shader ports expandable by default if there is only one output ↵ | DennisManaa | 2023-09-22 | 1 | -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 flexible | Hendrik Brucker | 2023-09-07 | 1 | -0/+8 | |
| | | | | | Split GraphNode into GraphElement and GraphNode, add custom titlebar, and adjust theming. | |||||
* | Make the dragging connections more user-friendly in visual shaders | Yuri Roubinski | 2023-07-20 | 1 | -0/+13 | |
| | ||||||
* | Unify and streamline connecting to Resource changes | kobewi | 2023-07-17 | 1 | -3/+3 | |
| | ||||||
* | Merge pull request #73691 from Chaosus/vs_depth | Yuri Sizov | 2023-07-12 | 1 | -1/+3 | |
|\ | | | | | | | Add DEPTH to the visual shader output (for spatial mode) | |||||
| * | Add DEPTH to the visual shader output (for spatial mode) | Yuri Rubinsky | 2023-02-21 | 1 | -1/+3 | |
| | | ||||||
* | | Remove uses of `vformat()` with no placeholders | Hugo Locurcio | 2023-06-28 | 1 | -2/+2 | |
| | | | | | | | | This is identical to passing the string directly. | |||||
* | | Add handling of custom visual shader nodes from GDExtension | Yuri Rubinsky | 2023-05-06 | 1 | -0/+30 | |
| | | ||||||
* | | Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders | Johan Aires Rastén | 2023-04-20 | 1 | -0/+1 | |
| | | ||||||
* | | Add EXPOSURE built in to spatial shaders | clayjohn | 2023-04-12 | 1 | -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 VisualShaders | clayjohn | 2023-04-11 | 1 | -3/+9 | |
|/ | ||||||
* | Prevent preview error for the instance parameter in visual shader | Yuri Rubinsky | 2023-02-03 | 1 | -0/+5 | |
| | ||||||
* | Merge pull request #71479 from raulsntos/virtual-return-type | Rémi Verschelde | 2023-02-01 | 1 | -2/+8 | |
|\ | | | | | | | Use enum instead of int in virtual methods return type | |||||
| * | Use enum instead of int in virtual methods return type | Raul Santos | 2023-01-31 | 1 | -2/+8 | |
| | | ||||||
* | | Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access | Rémi Verschelde | 2023-02-01 | 1 | -0/+2 | |
|\ \ | | | | | | | | | | Expose EYE_OFFSET to gdshader code | |||||
| * | | Expose EYE_OFFSET to gdshader code | Bastiaan Olij | 2023-02-01 | 1 | -0/+2 | |
| |/ | ||||||
* / | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵ | Marius Hanl | 2023-01-31 | 1 | -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 Franke | 2023-01-24 | 1 | -1/+1 | |
| | ||||||
* | Some refactoring for visual shader texture functions | Yuri Rubinsky | 2023-01-20 | 1 | -1/+0 | |
| | ||||||
* | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | 2023-01-18 | 1 | -4/+0 | |
| | | | | in favour of texture hints | |||||
* | Add few improvements for `VisualShaderNodeParticleRandomness` | Yuri Rubinsky | 2023-01-09 | 1 | -8/+0 | |
| | ||||||
* | Add `uint` type support to visual shaders | Yuri Rubinsky | 2023-01-06 | 1 | -12/+103 | |
| | ||||||
* | One Copyright Update to rule them all | Rémi Verschelde | 2023-01-05 | 1 | -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 shader | Yuri Rubinsky | 2022-12-26 | 1 | -0/+4 | |
| | ||||||
* | Optimize a code generation of visual shader particles | Yuri Rubinsky | 2022-12-11 | 1 | -49/+39 | |
| | ||||||
* | Implement CAMERA_VISIBLE_LAYERS as built-in shader variable | NumbuhFour | 2022-12-03 | 1 | -0/+2 | |
| | ||||||
* | Simplify GDVIRTUAL_CALL calls | kobewi | 2022-10-19 | 1 | -10/+6 | |
| | ||||||
* | SCons: Re-enable treating `#warning` as error with `werror` | Rémi Verschelde | 2022-10-10 | 1 | -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. | |||||
* | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵ | bruvzg | 2022-10-07 | 1 | -190/+190 | |
| | | | | change warnings=all to use /W4. | |||||
* | Fix boolean connection to ports of other types in visual shader | Yuri Rubinsky | 2022-10-03 | 1 | -1/+1 | |
| | ||||||
* | Clean up canvas light shader API. | clayjohn | 2022-09-28 | 1 | -0/+3 | |
| | | | | | Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL. Add LIGHT_DIRECTION | |||||
* | Add conversion for uniform_name property in visual shader | Yuri Rubinsky | 2022-09-07 | 1 | -0/+11 | |
| | ||||||
* | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | 2022-09-02 | 1 | -170/+170 | |
|\ | ||||||
| * | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | 2022-09-01 | 1 | -170/+170 | |
| | | ||||||
* | | Replace Vector2(i) with Size2(i) for methods returning a size | Johan Aires Rastén | 2022-09-01 | 1 | -2/+2 | |
|/ | ||||||
* | Allow using integer varyings with `flat` interpolation modifier | Yuri Rubinsky | 2022-08-25 | 1 | -55/+33 | |
| | ||||||
* | Replace Array return types with TypedArray 2 | kobewi | 2022-08-23 | 1 | -2/+2 | |
| | ||||||
* | Make `_validate_property` a multilevel method | Yuri Sizov | 2022-08-22 | 1 | -3/+3 | |
| | ||||||
* | Improve visual shader defaults for quality of life | QbieShay | 2022-08-12 | 1 | -3/+3 | |
| | | | | | | - multiply part of addmultiply defaults to 1 - curvetexture's repeat is turned off - vectors into float takes first component instead of average | |||||
* | Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) | Patrick Exner | 2022-08-02 | 1 | -0/+8 | |
| | ||||||
* | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | 2022-07-28 | 1 | -1/+1 | |
| | | | | | The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||||
* | Add a check to prevent duplicating connections in visual shader | Yuri Rubinsky | 2022-07-27 | 1 | -0/+6 | |
| | ||||||
* | Fix visual shader graph not correctly updating when multiple tabs opened | Yuri Rubinsky | 2022-07-16 | 1 | -18/+39 | |
| | ||||||
* | Merge pull request #61888 from Chaosus/vs_remove_engine_version | Rémi Verschelde | 2022-06-16 | 1 | -84/+0 | |
|\ | | | | | Remove engine version from visual shader | |||||
| * | Remove engine version from visual shader | Yuri Rubinsky | 2022-06-10 | 1 | -84/+0 | |
| | | ||||||
* | | Revert vector4 output ports in visual shaders | Yuri Rubinsky | 2022-06-11 | 1 | -5/+10 | |
|/ | ||||||
* | Use IGN instead of white noise for sky dithering | clayjohn | 2022-05-24 | 1 | -0/+1 | |
| |