Commit message (Collapse) | Author | Age | Files | Lines | |
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* | New OpenGL batching canvas renderer | clayjohn | 2022-01-11 | 1 | -1553/+0 |
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* | Update copyright statements to 2022 | Rémi Verschelde | 2022-01-03 | 1 | -2/+2 |
| | | | | Happy new year to the wonderful Godot community! | ||||
* | Add a shader warning when the uniform buffer limit is exceeded | Yuri Roubinsky | 2022-01-03 | 1 | -78/+3 |
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* | Make `compile` shader function to use struct instead long parameter list | Yuri Roubinsky | 2021-12-08 | 1 | -1/+7 |
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* | Allow using empty statements in the shader, added formatting warning | Yuri Roubinsky | 2021-12-01 | 1 | -0/+3 |
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* | Fix uniform array alignment to fix a bug | Yuri Roubinsky | 2021-11-25 | 1 | -1/+3 |
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* | Allow passing non-variable constant to const function param in shaders | Yuri Roubinsky | 2021-11-19 | 1 | -10/+11 |
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* | Implement toast notifications in the editor | Gilles Roudière | 2021-10-14 | 1 | -1/+1 |
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* | Added few more built-ins to shader language | Yuri Roubinsky | 2021-10-13 | 1 | -0/+1 |
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* | Fix regression which prevents using texture array uniforms | Yuri Roubinsky | 2021-10-06 | 1 | -10/+12 |
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* | Added support for uniform arrays in shaders | Yuri Roubinsky | 2021-10-04 | 1 | -36/+90 |
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* | Use range iterators for `Map` | Lightning_A | 2021-09-30 | 1 | -7/+7 |
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* | Scale color output in the mobile renderer to provide HDR support | Bastiaan Olij | 2021-08-23 | 1 | -0/+5 |
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* | More fixes to mobile renderer | reduz | 2021-08-18 | 1 | -5/+5 |
| | | | | | * Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | ||||
* | Fix shader crash when using local var with the same name as varying | Yuri Roubinsky | 2021-08-13 | 1 | -2/+2 |
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* | Merge pull request #50809 from akien-mga/iterators-const-references | Rémi Verschelde | 2021-07-25 | 1 | -2/+2 |
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| * | Use const references where possible for List range iterators | Rémi Verschelde | 2021-07-25 | 1 | -2/+2 |
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* | | Fix various typos with codespell | luz paz | 2021-07-25 | 1 | -2/+2 |
|/ | | | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint` | ||||
* | Use C++ iterators for Lists in many situations | Aaron Franke | 2021-07-23 | 1 | -6/+6 |
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* | Add error marking to the shader error console output | Hugo Locurcio | 2021-07-17 | 1 | -1/+7 |
| | | | | | This makes it possible to see where the shader error is without having to look at the trace printed below the source code. | ||||
* | Removes deleted OrenNayar mode from shaders and materials | Yuri Roubinsky | 2021-06-08 | 1 | -1/+0 |
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* | Implement shader caching | reduz | 2021-05-31 | 1 | -36/+65 |
| | | | | | | | | | | | | * Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v | ||||
* | Allow shader arrays to be passed as parameters and return value | Yuri Roubinsky | 2021-05-22 | 1 | -19/+40 |
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* | Implements length() shader function for arrays in structs | Yuri Roubinsky | 2021-05-19 | 1 | -0/+3 |
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* | 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 |
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* | 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 |
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* | Fix using post-init shader array constructors | Yuri Roubinsky | 2020-12-27 | 1 | -5/+8 |
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* | Added support for constants in shader `case` and array size declaration | Yuri Roubinsky | 2020-12-17 | 1 | -1/+5 |
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* | RenderingServer reorganization | reduz | 2020-12-04 | 1 | -0/+1452 |