Rémi Verschelde
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b8b4580448
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Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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2022-02-16 14:06:29 +01:00 |
Yuri Roubinsky
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a6e280c5de
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Add some more fixes to visual shader
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2022-02-07 11:28:42 +03:00 |
Yuri Roubinsky
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db18faf660
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Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`
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2022-02-06 20:15:28 +03:00 |
Yuri Roubinsky
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538cff1351
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Fix default input port hints for some modes in visual shader
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2022-01-22 11:12:56 +03:00 |
Rémi Verschelde
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fe52458154
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Update copyright statements to 2022
Happy new year to the wonderful Godot community!
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2022-01-03 21:27:34 +01:00 |
Yuri Roubinsky
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93bb34cfb4
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Prevent crash when passing empty array to MeshEmitter
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2021-11-26 16:07:09 +03:00 |
Yuri Roubinsky
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0270144644
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Enchance `VisualShaderNodeMeshEmitter`, add more ports and fix bugs
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2021-11-18 14:02:15 +03:00 |
Yuri Roubinsky
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d0fbc467a6
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Fix editor crash due incorrect setup of default texture in visual shader
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2021-11-12 18:23:45 +03:00 |
Yuri Roubinsky
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826e781bfa
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Fix default_texture_param in shader pipeline to support uniform arrays
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2021-11-12 12:53:40 +03:00 |
Yuri Roubinsky
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80b563672b
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Added `MeshEmitter` node for particles in visual shader
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2021-11-06 17:45:38 +03:00 |
Yuri Roubinsky
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dcdf59cd73
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Added 2D boolean hint for particle emitters in visual shaders
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2021-11-05 12:45:57 +03:00 |
Yuri Roubinsky
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c299c54023
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Make port previews in visual shader visible in other shader modes
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2021-10-11 22:19:08 +03:00 |
Yuri Roubinsky
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e537a1f10e
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Added missed limiters for Visual Shader node enums
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2021-08-15 19:10:51 +03:00 |
Hugo Locurcio
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abc38b8d66
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Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
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2021-07-19 08:19:50 +02:00 |
Yuri Roubinsky
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f632e36ae5
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Continuation of work on visual particles system
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2021-06-07 20:33:17 +03:00 |