Yuri Roubinsky
c24e2075cd
Update shader graph if mode is changed
2020-09-12 12:44:01 +03:00
Yuri Roubinsky
8dbf3d7c44
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 15:45:18 +03:00
Paulb23
a0b409cb14
Add and convert editor to use CodeEdit
2020-09-10 20:35:27 +01:00
Yuri Roubinsky
14a24fa19c
Improve performance for Show/Hide port preview in visual shaders
2020-09-09 19:24:55 +03:00
Yuri Roubinsky
dc6685d28f
Remakes particles in visual shaders
2020-09-07 13:33:51 +03:00
Yuri Roubinsky
004d8e86a6
Use flags instead TYPE_ enum in visual shaders editor
2020-09-06 10:43:14 +03:00
Yuri Roubinsky
7ddaff47a3
Added UniformRef visual shader node
2020-07-28 14:44:53 +03:00
Paulb23
bc4cee4458
Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
...
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Marcel Admiraal
26fcf2b04c
Add override keywords.
2020-07-10 13:56:54 +01:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
...
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081 .
2020-06-19 20:49:49 +02:00
Rémi Verschelde
0be6d925dc
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
...
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027 .
2020-05-14 16:54:55 +02:00
Juan Linietsky
0e1c66d9fc
Implement global and per instance shader uniforms.
...
Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
Rémi Verschelde
cb282c6ef0
Style: Set clang-format Standard to Cpp11
...
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Yuri Roubinsky
7aaad99afb
Place paste after copy in new popup menu in visual shader
...
+ renamed _on_nodes_delete to _delete_nodes
2020-02-27 13:55:41 +03:00
Yuri Roubinsky
2d548b4d1a
Added popup menu for some actions in visual shaders
2020-02-27 12:54:26 +03:00
Yuri Roubinsky
b78b37ed3f
Refactor node processing in visual shader member dialog
2020-02-21 18:34:31 +03:00
Yuri Roubinsky
bc647393ba
Added virtual method to VisualShaderNodeCustom to enable high-end mark
2020-02-13 09:43:43 +03:00
Yuri Roubinsky
516cd821c0
Added high-end (Vulkan) label to some functions in visual shader
2020-02-12 23:17:00 +03:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
...
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Yuri Roubinsky
84a0ad36b6
Sort custom vshader nodes+prevents them from divide to different folders
2019-11-02 12:04:48 +03:00
Yuri Roubinsky
0a34fa701f
Fix VisualShaderInput (if compiled with MinGW) (correct, tested version)
2019-10-04 10:43:59 +03:00
Yuri Roubinsky
1bafadb629
Drag&drop custom nodes from filesystem to visual shader
...
+ better loading of custom nodes
2019-10-02 23:42:14 +03:00
Chaosus
71d6990e1e
Added drag&drop possibility for textures from filesystem to visual shader
2019-10-01 09:00:55 +03:00
Yuri Roubinski
ac4e6f0041
Fix _get_description param name (visual shaders)
2019-08-25 13:06:16 +03:00
Yuri Roubinski
1d2e5f281e
Fixes for visual shader member filter
2019-08-25 11:01:42 +03:00
Yuri Roubinski
494ea78610
Small performance fix for preview in visual shader
2019-08-25 09:22:09 +03:00
Yuri Roubinski
7f350a2c71
Enhanced preview for a visual shader to show errors
2019-08-25 08:42:21 +03:00
Michael Alexsander Silva Dias
c19a66d72f
Simplify structure of preview text in visual shader editor
2019-08-18 13:27:08 -03:00
Yuri Roubinski
808e44df6d
Added code preview to visual shader
2019-08-18 17:28:19 +03:00
Yuri Roubinski
33e9fce1bb
Plugin support for visual shaders
2019-08-14 15:52:27 +03:00
Yuri Roubinski
5e9052fae3
Allow copy/paste nodes between vertex/fragment/light modes in visual shaders
2019-08-07 16:46:47 +03:00
Yuri Roubinski
43ee35431e
Fix opening of sub-resource properties in visual shaders
2019-08-05 17:13:02 +03:00
Chaosus
f704506807
Implement copy/paste in visual shaders
2019-07-31 12:43:29 +03:00
Chaosus
d56fc13cad
Highlight GLES3 functions in the visual shader member panel
2019-07-12 17:58:13 +03:00
qarmin
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
Chaosus
da7cf8b49f
Added convertor from VisualShader to Shader
2019-06-28 19:54:43 +03:00
Rémi Verschelde
f35fd681ac
Merge pull request #30114 from Chaosus/vs_context_menu
...
Shows menu when dragging connection on empty space in visual shader
2019-06-27 15:14:54 +02:00
Chaosus
0aec3c3113
Shows menu when dragging connection on empty space in visual shader graph
2019-06-27 10:48:18 +03:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
JohnJLight
38d3bfe971
Made use of semicolons more consitent, fixed formatting
2019-06-19 15:24:31 +02:00
Chaosus
44de8b4964
Added a bunch of scalar constants to visual shaders
2019-05-27 18:39:59 +03:00
Chaosus
e70ea5d97b
Makes the expression node to apply expression only when the focus leaves out
2019-05-22 07:46:47 +03:00
Chaosus
5648924eef
Expression node for visual shaders
2019-05-21 12:11:41 +03:00
Chaosus
3c159ea379
Added missed inputs for other modes in visual shaders
2019-05-01 17:04:39 +03:00
Chaosus
7a9735eef4
Fix uniform title color in visual shaders(regression)
2019-04-26 10:53:40 +03:00
homer666
557122fdda
Misc improvements to visual shader Add Node dialog
2019-04-16 15:40:54 +10:00
Chaosus
24faddc211
Added possibilty to delete multiple nodes in visual shaders via Delete key
2019-04-14 09:49:51 +03:00
Chaosus
5fd671b8a7
Major improvements for visual shader system
2019-04-07 08:17:38 +03:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
9eb4d4ab2d
Add missing copyright headers
2018-08-29 22:41:17 +02:00