Commit graph

449 commits

Author SHA1 Message Date
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
Aaron Franke
f6714858bf
Rename TextureButton set_*_texture methods to set_texture_* 2022-11-19 17:33:40 -06:00
Yuri Rubinsky
359d13cddc Fix the bounds of varying popup in visual shader editor 2022-11-16 22:05:09 +03:00
kobewi
15831e381b Unify usage of undo_redo in editor 2022-11-02 17:51:58 +01:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde
be126d42d4
Merge pull request #67588 from KoBeWi/if(!GDVIRTUAL_CALL)don't
Simplify GDVIRTUAL_CALL calls
2022-10-31 11:55:56 +01:00
Alfred Reinold Baudisch
46f2a1674d Add math operators to Visual Shader node names
This change makes it easy, in the "Create Shader Node" dialog, to search for VS nodes by just typing the operator. For example, instead of typing "multiply", you can just type "*" and multiply nodes will be listed.

This feature is inspired by Unreal Engine node graph editor's UX.

Implements and closes https://github.com/godotengine/godot-proposals/issues/5663
2022-10-26 17:36:19 +02:00
kobewi
d06a8320e5 Simplify GDVIRTUAL_CALL calls 2022-10-19 00:05:48 +02:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Pedro J. Estébanez
f82deaa5b3 Polish rendering driver refactor further (take 2) 2022-10-11 19:06:55 +02:00
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
clayjohn
1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Yuri Rubinsky
d2ba60b4b5 Fix category of view_index inputs in the visual shader editor 2022-09-13 10:06:34 +03:00
Michael Alexsander
c4c9e41073 Make Vector2i values paired with EDSCALE be just Vector2 2022-09-08 14:46:32 -03:00
Yuri Rubinsky
bf3d981c60 Remove subcategory parameter from AddOption in visual shader editor 2022-09-07 15:10:43 +03:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
Micky
e31bb5ffeb Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.

Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.

Just a few comments have also been changed to say "redraw".

In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-29 14:59:47 +02:00
Rémi Verschelde
fd6453c45e Revert "Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565c.

Fixes #64988.
Fixes #64997.

This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:

- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
  `NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
  member variables (e.g. `style_normal`, etc.), and use those member
  variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
  notification is now deferred, they end up accessing invalid state and this
  can lead to not applying theme properly (e.g. for EditorHelp) or crashing
  (e.g. for EditorLog or CodeEdit).

So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?

Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
  variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
  bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
  does arrive for the first time. But that means having a temporary invalid
  (and possibly still crashing) state, and doing some computations twice
  which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-29 11:11:29 +02:00
Yuri Rubinsky
cb62d31938
Merge pull request #64981 from Chaosus/vs_fix 2022-08-28 22:37:54 +03:00
Rémi Verschelde
f7f8af232c
Merge pull request #64885 from Mickeon/rename-tooltip-hint
Rename `hint_tooltip` to `tooltip_text` & setter getter
2022-08-28 17:43:01 +02:00
Yuri Rubinsky
5ccc6e2ec8 Fix category of new added visual shader functions 2022-08-28 12:40:54 +03:00
Yuri Rubinsky
1f9b992d85
Merge pull request #64248 from paddy-exe/built-in-shader-functions 2022-08-28 09:04:52 +03:00
Patrick Exner
55bbcc54e7 Implement custom non-trivial shader functions 2022-08-27 22:59:12 +02:00
Aaron Record
4b817a565c Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED 2022-08-27 11:52:29 -06:00
Micky
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
Yuri Rubinsky
d4a10e7e04 Allow using integer varyings with flat interpolation modifier 2022-08-25 13:21:02 +03:00
kobewi
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Aaron Franke
4396f03b70
Rename EditorPropertyShaderMode to EditorPropertyVisualShaderMode 2022-08-15 14:39:53 -05:00
Rémi Verschelde
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker
b8d5f4bdd5 Allow vec2 and vec4 for reflect and refract 2022-08-07 18:03:16 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Hugo Locurcio
ecefb5505a
Rename visual shader editor setting category for proper capitalization 2022-08-03 11:38:29 +02:00