Commit Graph

481 Commits

Author SHA1 Message Date
Rémi Verschelde
0655a7d7d3
Merge pull request #80517 from YuriSizov/tsa-randomly-picked-you-for-mandatory-inspection-i-think-not
Avoid unnecessary inspector updates when loading or switching scenes
2023-08-28 12:05:06 +02:00
Rémi Verschelde
23db0240a2
Merge pull request #78996 from Tetane/create_shader_node_popup
Fix "Create Shader Node" window position when visual shader editor is floating
2023-08-21 08:20:42 +02:00
Yuri Sizov
2445414aa0 Avoid unnecessary inspector updates when loading or switching scenes
This should result in some noticeable performance improvements,
aside from fixing bugs due to conflicts in logic.
This also simplifies some related code identified while debugging.
2023-08-12 13:32:59 +02:00
Patrick
65b0989f68 Additional Visual Shader Nodes
* RotationByAxis Visual Shader Node added
* WorldPositionFromDepth Visual Shader Node added
* ScreenNormalWorldSpace Visual Shader Node added
2023-07-26 00:39:12 +02:00
Hendrik Brucker
a38fd09669 Clean up/refactor GraphEdit 2023-07-24 18:37:23 +02:00
Yuri Sizov
91258e52be
Merge pull request #79307 from Geometror/remove-graph-node-comment
Remove GraphNode's comment property and related functionality
2023-07-24 16:56:41 +02:00
Yuri Roubinski
01101134f4 Make the dragging connections more user-friendly in visual shaders 2023-07-20 15:00:19 +03:00
kobewi
de4a3fa151 Unify and streamline connecting to Resource changes 2023-07-17 19:35:57 +02:00
Hendrik Brucker
a29a680920 Extract StyleBoxFlat, StyleBoxTexture and StyleBoxLine in their own file 2023-07-17 13:25:00 +02:00
Hendrik Brucker
7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
Hendrik Brucker
662d8c76b3 Remove GraphNode's comment property and related functionality
(this functionality will be reintroduced in a new and more flexible way)
2023-07-11 02:05:25 +02:00
Tetane
1cd0a34e47 Fix Create shader Node window position on second monitor 2023-07-03 20:17:56 +02:00
Rémi Verschelde
e4deaa2727
Merge pull request #76787 from RedworkDE/avoid-localvector-copy
Avoid making unnecessary copies of `LocalVector`
2023-06-20 00:01:55 +02:00
lawnjelly
b69c8b4791 Single Compilation Unit build.
Adds support for simple SCU build (DEV_ENABLED only).
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-06-06 15:36:51 +01:00
kobewi
267728a240 Refactor vector editor properties 2023-05-31 00:14:28 +02:00
kobewi
010ce46ffa Add get_edited_property_value() shorthand method 2023-05-26 09:18:53 +02:00
Yuri Sizov
edf47f1ee4 Delay initialization of the visual shader editor UI
This makes sure that the theme is ready to be used before the
methods is called.
Also add missing icons (and update some existing).

Co-authored-by: Samuel Wilson <yokomeshi@gmail.com>
2023-05-23 15:20:42 +02:00
RedworkDE
1324c7d06a Avoid making unnecessary copies of LocalVector 2023-05-06 20:39:03 +02:00
Yuri Rubinsky
998b48f722 Add handling of custom visual shader nodes from GDExtension 2023-05-06 08:19:12 +03:00
Johan Aires Rastén
14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
clayjohn
9be0a73294 Add EXPOSURE built in to spatial shaders
This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
fuzzy@notepc
c6a45f1031 Fix #75790, where creating Ceil(Vector2) node in Visual Shader Editor
crashes engine due to index out of bounds.
2023-04-08 13:30:11 +09:00
Yuri Rubinsky
c0a3129210 Prevent preview error for the instance parameter in visual shader 2023-02-03 15:28:04 +03:00
Rémi Verschelde
e8240031e7
Merge pull request #71479 from raulsntos/virtual-return-type
Use enum instead of int in virtual methods return type
2023-02-01 07:45:28 +01:00
Rémi Verschelde
ab4d8df163
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
2023-02-01 07:33:18 +01:00
Bastiaan Olij
8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
Raul Santos
c7f4ca36a4
Use PropertyUsageFlags enum in parse_property 2023-01-31 23:31:15 +01:00
Marius Hanl
a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and 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>
2023-01-31 20:04:11 +01:00
Rémi Verschelde
5743c17001
Merge pull request #71904 from Chaosus/vs_custom_nodes
Add handling of script creation/deletion for custom visual shader nodes
2023-01-25 09:20:26 +01:00
Yuri Rubinsky
6713e0fa5b Add handling of script creation/deletion for custom visual shader nodes 2023-01-23 15:30:17 +03:00
Rémi Verschelde
5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
clayjohn
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
Rémi Verschelde
bcaf048f33
Merge pull request #71379 from KoBeWi/destruction_of_compatibility_function
Remove set_drag_forwarding_compat()
2023-01-18 17:40:13 +01:00
kobewi
b58111588a Add EditorUndoRedoManager singleton 2023-01-16 01:11:52 +01:00
kobewi
59ea36b87c Remove set_drag_forwarding_compat() 2023-01-14 15:16:51 +01:00
Yuri Rubinsky
8180d38910 Fix node preview crashes after updating visual shader node 2023-01-14 14:08:00 +03:00
Yuri Rubinsky
fcbe7c1c2b Fix various crashes of ParameterRef nodes in visual shader 2023-01-12 14:21:59 +03:00
Juan Linietsky
e6a4debede Change set_drag_forwarding() to use callables.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).

Fixes #59899
2023-01-10 14:09:24 +01:00
Yuri Rubinsky
0e0557146c
Merge pull request #70639 from Chaosus/vs_uint
Closes https://github.com/godotengine/godot/issues/70634
2023-01-06 23:54:24 +03:00
Yuri Rubinsky
35a9cd1d63 Fix errors when creating/deleting VisualShaderNodeExpression in graph 2023-01-06 14:20:30 +03:00
Yuri Rubinsky
f101add78b Add uint type support to visual shaders 2023-01-06 10:35:25 +03:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
Yuri Rubinsky
952015df13 Add missing CUSTOM inputs for the spatial/vertex mode of visual shader 2022-12-26 14:09:07 +03:00
Yuri Rubinsky
522d4243bf Add missing != operator to StringName 2022-12-20 17:25:54 +03:00
Yuri Rubinsky
ab17f197f0 Make custom visual shader nodes automatically updates from script 2022-12-08 12:55:23 +03:00
NumbuhFour
1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
trollodel
c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
Rémi Verschelde
a16d3625c3
Merge pull request #69128 from Chaosus/vs_fix_custom_nodes
Fix custom visual shader nodes not being loaded at startup
2022-11-24 19:04:21 +01:00
Yuri Rubinsky
a973ddd28d Fix custom visual shader nodes not being loaded at startup 2022-11-24 20:58:16 +03:00
kobewi
8a3d2f4e0c Cleanup remaining EditorUndoRedoManager usages 2022-11-24 18:56:22 +01:00