Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Refactor GLSL shader compilation | reduz | 2021-04-14 | 1 | -53/+30 |
| | | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process(). | ||||
* | Reorganize Project Settings | reduz | 2021-02-18 | 1 | -2/+2 |
| | | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up. | ||||
* | Allow passing varying from fragment to light shader function | Yuri Roubinsky | 2021-02-11 | 1 | -2/+62 |
| | |||||
* | Update copyright statements to 2021 | Rémi Verschelde | 2021-01-01 | 1 | -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_map | Marcel Admiraal | 2020-12-29 | 1 | -4/+4 |
| | |||||
* | Fix using post-init shader array constructors | Yuri Roubinsky | 2020-12-27 | 1 | -5/+8 |
| | |||||
* | Added support for constants in shader `case` and array size declaration | Yuri Roubinsky | 2020-12-17 | 1 | -1/+5 |
| | |||||
* | RenderingServer reorganization | reduz | 2020-12-04 | 1 | -0/+1452 |