Commit graph

109 commits

Author SHA1 Message Date
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
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
Yuri Rubinsky
c0a3129210 Prevent preview error for the instance parameter in visual shader 2023-02-03 15:28:04 +03:00
Raul Santos
9e9eac4676
Use enum instead of int in virtual methods return type 2023-01-31 19:06:49 +01:00
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
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Rémi Verschelde
d1a155e3cd Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
2022-09-22 11:29:48 +02:00
Yuri Rubinsky
09c98cdde9 Add conversion for uniform_name property in visual shader 2022-09-07 08:19:02 +03:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Johan Aires Rastén
b7e2d45233 Replace Vector2(i) with Size2(i) for methods returning a size 2022-09-01 20:04:17 +02:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
Yuri Rubinsky
d4a10e7e04 Allow using integer varyings with flat interpolation modifier 2022-08-25 13:21:02 +03:00
kobewi
1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Yuri Rubinsky
f05fce405e Fix visual shader graph not correctly updating when multiple tabs opened 2022-07-16 16:43:06 +03:00
Yuri Rubinsky
d6622330d7 Remove engine version from visual shader 2022-06-10 13:17:16 +03:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Yuri Roubinsky
8bf632240d Continue to improve vector4 type in visual shaders 2022-04-22 22:29:26 +03:00
Hendrik Brucker
cf58d23a72 Add Vector4 to VisualShader 2022-04-12 19:09:29 +02:00
Yuri Roubinsky
4d6790e9df Add _get_func_code/_is_available virtual functions to custom nodes 2022-03-08 16:23:44 +03:00
Yuri Roubinsky
15a87f8e92 Add varying support to visual shaders 2022-03-04 23:30:47 +03:00
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
538cff1351 Fix default input port hints for some modes in visual shader 2022-01-22 11:12:56 +03:00
Yuri Roubinsky
21cfcaa129 Add a GDScript template for VisualShaderNodeCustom 2022-01-06 12:06:33 +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
e8a457ba89 Refactor render_mode in shaders, forbid declaring duplicates 2021-12-21 22:20:09 +03:00
Yuri Roubinsky
826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Rémi Verschelde
a6412e132a
Merge pull request #54660 from Chaosus/vs_particles_mesh_emitter 2021-11-10 19:55:25 +01:00
Rémi Verschelde
f253f7b6e6
VisualShader: Document enum args for virtual methods
Fixes #31563.
2021-11-10 13:22:58 +01:00
Yuri Roubinsky
80b563672b Added MeshEmitter node for particles in visual shader 2021-11-06 17:45:38 +03:00
Yuri Roubinsky
dcdf59cd73 Added 2D boolean hint for particle emitters in visual shaders 2021-11-05 12:45:57 +03:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Yuri Roubinsky
c299c54023 Make port previews in visual shader visible in other shader modes 2021-10-11 22:19:08 +03:00
reduz
3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Yuri Roubinsky
e537a1f10e Added missed limiters for Visual Shader node enums 2021-08-15 19:10:51 +03:00
Yuri Roubinsky
94c6817b51 Makes dictionary instead of string for visual shader version
Update doc/classes/VisualShader.xml

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-02 21:34:19 +03:00
Yuri Roubinsky
7d34701d63 Auto-set a first compatible uniform on dragging to create a UniformRef 2021-07-12 11:19:42 +03:00
Yuri Roubinsky
46cd36f009 Fix auto-connection from output node to input (VisualShaders) 2021-06-28 14:38:08 +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
Yuri Roubinsky
f06db8b778 Added Billboard Node to Visual Shaders 2021-05-28 09:24:06 +03:00
Yuri Roubinsky
8f9b91dab1 Implements expandable color ports in visual shaders 2021-05-26 10:45:53 +03:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Rémi Verschelde
b95a82d46a
Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27 10:42:51 +02:00