Yuri Roubinsky
4d6790e9df
Add `_get_func_code/_is_available` virtual functions to custom nodes
2022-03-08 16:23:44 +03:00
Markus Sauermann
79a75cd683
simplify calculation of max in grayscale
2022-02-20 18:36:46 +01:00
Yuri Roubinsky
a6e280c5de
Add some more fixes to visual shader
2022-02-07 11:28:42 +03:00
Yuri Roubinsky
db18faf660
Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`
2022-02-06 20:15:28 +03:00
Yuri Roubinsky
59af063636
Add support for 2D vector type to visual shaders
2022-02-02 19:59:34 +03:00
Yuri Roubinsky
88b2afa28f
[VisualShader] Merge scalar and vector derivative functions into one
2022-01-28 22:19:10 +03:00
Yuri Roubinsky
538cff1351
Fix default input port hints for some modes in visual shader
2022-01-22 11:12:56 +03:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
...
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
1eb40904ce
Add texture filtering properties to `VisualShaderNodeTextureUniform`
2021-12-16 11:50:33 +03:00
Hugo Locurcio
92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
...
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
...
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Yuri Roubinsky
b12fea5b52
Add bitwise operators to `VisualShaderNodeIntOp`
2021-12-03 12:48:35 +03:00
Yuri Roubinsky
d0fbc467a6
Fix editor crash due incorrect setup of default texture in visual shader
2021-11-12 18:23:45 +03:00
Yuri Roubinsky
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
Yuri Roubinsky
80b563672b
Added `MeshEmitter` node for particles in visual shader
2021-11-06 17:45:38 +03:00
Yuri Roubinsky
e270644b20
Add a default input parameter field to CurveTexture (in visual shaders)
2021-10-13 15:25:12 +03:00
Yuri Roubinsky
e537a1f10e
Added missed limiters for Visual Shader node enums
2021-08-15 19:10:51 +03:00
Rémi Verschelde
24ec20414a
Merge pull request #50114 from Chaosus/vs_constants
...
Few improvements for constants in visual shader
2021-08-13 14:45:13 +02:00
Rémi Verschelde
f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
...
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
Yuri Roubinsky
c43b7c113f
Fix printing error about unsupported modifier on `TransformUniform`
2021-08-12 19:40:45 +03:00
Yuri Roubinsky
9cf158019d
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-11 22:05:04 +03:00
Yuri Roubinsky
0eb97c11cf
Few improvements for constants in visual shader
2021-08-11 13:14:16 +03:00
Rémi Verschelde
394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
...
Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
Hugo Locurcio
abc38b8d66
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.
2021-07-19 08:19:50 +02:00
reduz
6631f66c2a
Optimize StringName usage
...
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Rémi Verschelde
536825d004
Rename Curve3Texture to CurveXYZTexture
...
Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
2021-07-14 00:30:58 +02:00
Yuri Roubinsky
4cf2f79892
Added Curve3Texture to Visual Shaders
2021-07-04 12:21:19 +03:00
Yuri Roubinsky
f632e36ae5
Continuation of work on visual particles system
2021-06-07 20:33:17 +03:00
Yuri Roubinsky
b2d2822a39
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07 08:31:48 +03:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
...
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core
2021-06-03 07:30:01 -04:00
Yuri Roubinsky
f06db8b778
Added Billboard Node to Visual Shaders
2021-05-28 09:24:06 +03:00
Yuri Roubinsky
0b4b1f872c
Merge pull request #49056 from Chaosus/vs_color
2021-05-26 11:07:22 +03:00
Yuri Roubinsky
8f9b91dab1
Implements expandable color ports in visual shaders
2021-05-26 10:45:53 +03:00
Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
...
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements`
2021-04-05 14:09:59 +02:00
Yuri Roubinsky
44af52d62c
Prevents TextureUniform in visual shaders from conversion to constant
2021-04-04 17:32:44 +03:00
Rémi Verschelde
1eaa89a008
Merge pull request #46539 from Chaosus/vs_fix_return
...
Removes redundant code from get_input/output_port_type (visual shaders)
2021-03-01 09:44:20 +01:00
Yuri Roubinsky
6f9bdaf656
Fix incorrect switching port type in VisualShaderNodeStep
2021-03-01 08:45:49 +03:00
Yuri Roubinsky
9aca12a1af
Removes redundant code from get_input/output/_port_type (visual shaders)
2021-03-01 08:34:39 +03:00
Yuri Roubinsky
de5a8128d7
Unified several visual shader nodes
2021-01-18 13:32:12 +03:00
Rémi Verschelde
c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
...
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
...
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 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky
c98c6eadbe
Add convert options between constants and uniforms in visual shaders
2020-12-30 13:07:08 +03:00
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
Yuri Roubinsky
3e1e01b7ab
Added extra warning to VisualShaderNodeTexture + fix warning appearing
2020-11-26 14:53:47 +03:00
Yuri Roubinsky
f402e1e675
Added VisualShaderNodeCurve to easy gather data from a CurveTexture
2020-10-18 09:57:15 +03:00
Yuri Roubinsky
2d45f7ac87
Fix typo in VisualShaderNodeSample3D::generate_code
2020-10-04 10:34:58 +03:00
Yuri Roubinsky
e3006d4064
Fix def parameter in Texture visual shader nodes for sky/particles modes
2020-10-03 22:20:45 +03:00
Rémi Verschelde
bebf424c80
Merge pull request #42078 from Chaosus/vs_rename_type
...
Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-29 10:34:22 +02:00