| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Rename two-parameter arc-tangent function to atan in shader language, as it ↵ | Ferenc Arn | 2017-11-23 | 1 | -1/+1 |
| | | | | | | | is in GLSL. Fixes #13214. | ||||
| * | Fix crash in shader parsing | Pedro J. Estébanez | 2017-10-16 | 1 | -0/+2 |
| | | | | | | | ...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046. | ||||
| * | Fixes to light shaders, should work now.. | Juan Linietsky | 2017-09-27 | 1 | -2/+0 |
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| * | Discarding now works in shaders | Daniel Doran | 2017-09-24 | 1 | -0/+5 |
| | | | | | | | "discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly. | ||||
| * | Add inversesqrt to shader language. | Ferenc Arn | 2017-09-21 | 1 | -0/+4 |
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| * | Fix unused variable warnings | Hein-Pieter van Braam | 2017-09-08 | 1 | -15/+10 |
| | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7 | ||||
| * | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | 2017-09-05 | 1 | -14/+122 |
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| * | Fix typos 'a' and 'an' | Poommetee Ketson | 2017-09-02 | 1 | -1/+1 |
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| * | Fix use of unitialized variables | Hein-Pieter van Braam | 2017-09-02 | 1 | -1/+1 |
| | | | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7 | ||||
| * | Fix typo 'begining' to 'beginning' | Poommetee Ketson | 2017-09-01 | 1 | -1/+1 |
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| * | Revert "Fix shader function calls being assignable" | Rémi Verschelde | 2017-08-31 | 1 | -6/+0 |
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| * | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | 2017-08-29 | 1 | -6/+35 |
| | | | | | instruction, fixes #9677 | ||||
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | Fix shader function calls being assignable | Mason Ashbridge | 2017-08-23 | 1 | -0/+6 |
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| * | property validate assignment condition in new variables, fixes #9411 | Juan Linietsky | 2017-08-20 | 1 | -1/+7 |
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| * | Shader: Fix typo in "facefordward" | Rémi Verschelde | 2017-08-17 | 1 | -3/+3 |
| | | | | | Fixes #10399. | ||||
| * | -Added triplanar mapping modes | Juan Linietsky | 2017-07-08 | 1 | -3/+0 |
| | | | | | -Some fixes to shader lang | ||||
| * | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵ | Juan Linietsky | 2017-06-17 | 1 | -2/+4 |
| | | | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353 | ||||
| * | Added depth texture support (using parallax) to default material. | Juan Linietsky | 2017-06-04 | 1 | -1/+32 |
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| * | Fix get_shader_type index upper bound | Carter Anderson | 2017-05-01 | 1 | -1/+1 |
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| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -45/+309 |
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| * | Fix typos in source code using codespell | Rémi Verschelde | 2017-03-24 | 1 | -3/+3 |
| | | | | | From https://github.com/lucasdemarchi/codespell | ||||
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -1688/+1588 |
| | | | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | ||||
| * | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | 2017-02-28 | 1 | -2/+2 |
| | | | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | ||||
| * | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -3/+3 |
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| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -1/+1 |
| | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | ||||
| * | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 1 | -1685/+2874 |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| | * | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | 2016-11-20 | 1 | -0/+25 |
| | | | | | | | | | a lot more complete and usable now. | ||||
| | * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 1 | -25/+17 |
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| | * | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | 2016-10-10 | 1 | -2/+51 |
| | | | | | | | | | general | ||||
| | * | -the new shader language seems to work | Juan Linietsky | 2016-10-07 | 1 | -179/+872 |
| | | | | | | | | | | | -shader editor plugin can edit shaders -code completion in shader editor plugin | ||||
| | * | Begining of GLES3 renderer: | Juan Linietsky | 2016-10-03 | 1 | -1704/+2134 |
| | | | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | ||||
| * | | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -1/+1 |
| |/ | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | ||||
| * | Expose light shadow color to canvas item shaders | Pedro J. Estébanez | 2016-09-07 | 1 | -0/+1 |
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| * | Remove unused variables (fourth pass) + dead code | Rémi Verschelde | 2016-07-08 | 1 | -16/+0 |
| | | | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33. | ||||
| * | remove trailing whitespace | Hubert Jarosz | 2016-03-09 | 1 | -2/+2 |
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| * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | Merge pull request #2865 from hurikhan/pr_fix_2791 | Juan Linietsky | 2015-12-08 | 1 | -3/+11 |
| |\ | | | | | Added additional token checks for the shader if..else.. statement. | ||||
| | * | Added additional token checks for the shader if..else.. statement. Fixes ↵ | hurikhan | 2015-11-22 | 1 | -3/+11 |
| | | | | | | | | | issue #2791. | ||||
| * | | Bug Fix #2541: Shader language function validation logic | Andrea Chua | 2015-11-27 | 1 | -1/+1 |
| | | | | | | | | | ensures that it finds the correct function to validate. | ||||
| * | | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color | Saracen | 2015-11-18 | 1 | -0/+1 |
| |\| | | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp | ||||
| | * | Added ability to write directly to 4-dimensional position vector from within ↵ | Saracen | 2015-11-02 | 1 | -0/+1 |
| | | | | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms. | ||||
| * | | New shader feature: change the colour of shadows on a per-material basis. | Saracen | 2015-11-08 | 1 | -1/+2 |
| |/ | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp | ||||
| * | -Rename unexisting by nonexistant, closes #1940 | Juan Linietsky | 2015-05-18 | 1 | -1/+1 |
| | | | | | -Added function to retrieve list of actions fron InputMap | ||||
| * | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky | 2015-05-01 | 1 | -1/+1 |
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| * | -made normalmaps easier in 2D, fixes #1467 | Juan Linietsky | 2015-04-27 | 1 | -0/+2 |
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| * | -Fixed shader commets, /* */ works well and crash is solved, fixes #1711 | Juan Linietsky | 2015-04-26 | 1 | -4/+8 |
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| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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| * | Changes to Light | Juan Linietsky | 2015-04-03 | 1 | -0/+2 |
| | | | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D | ||||
