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path: root/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
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* Fix LIGHT compilation for canvas shaderYuri Roubinsky2021-01-091-1/+1
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* Added ability to visualize native shadersreduz2021-01-061-0/+5
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* fix inconsistent normal map shader variable namingHendrik Brucker2021-01-041-1/+1
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Consistently use normal_mapMarcel Admiraal2020-12-291-3/+3
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* Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde2020-12-281-1/+1
|\ | | | | Rename Vector2.tangent() to Vector2.orthogonal()
| * Rename Vector2.tangent() to Vector2.orthogonal()Marcel Admiraal2020-12-061-1/+1
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* | Rename Control margin to offsetMarcel Admiraal2020-12-231-4/+4
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* Rename RD texture "type" to "texture_type"Aaron Franke2020-12-041-4/+4
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* Rename RD uniform "type" to "uniform_type"Aaron Franke2020-12-041-12/+12
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* RenderingServer reorganizationreduz2020-12-041-0/+2797