Commit Graph

59 Commits

Author SHA1 Message Date
9b8e8b2220 Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
5ff0924a93 Map POSITION to gl_FragCoord.xy for 2D shaders 2017-03-08 02:07:59 +01:00
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
40323407df Style: No break before list brace
clang-format does not handle that well *at all*.

For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +01:00
93ab45b6b5 Style: Fix whole-line commented code
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.
2017-01-14 14:52:23 +01:00
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
22d83bc9f6 Begining of GLES3 renderer:
-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
2016-10-03 21:35:16 +02:00
0960887625 Expose light shadow color to canvas item shaders 2016-09-07 01:52:54 +02:00
5ee67ba498 Automatically create input node when creating a ShaderGraph 2016-03-14 15:24:12 -03:00
c8849c0b79 Merge pull request #3136 from MarianoGnu/bug_fixing
Fix RGBA Uniform autogeneration in ShaderGraph
2016-01-06 21:10:48 +01:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
fe46b2ac0c Fix wrong getters in ShaderGraph 2015-12-28 01:42:22 +01:00
df5c92c66e Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606) 2015-12-26 10:44:54 -03:00
f2183a5e09 replaced :var by :Variant in documentation, fixes #2897 2015-12-14 08:28:01 -03:00
dd00452997 Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
2015-11-18 23:18:10 +00:00
c1d19ad258 New shader feature: change the colour of shadows on a per-material basis.
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
2015-11-08 03:54:55 +00:00
b54d96ceba Added ability to write directly to 4-dimensional position vector from within custom vertex shader code. Bugfixes to shader graph code generation concerning xforms. 2015-11-02 16:03:31 +00:00
25324aa506 Fix crash when using a Scalar Uniform node to GraphShader 2015-10-17 15:27:36 -03:00
a19a653e2c Compile shaders using default values. 2015-08-30 02:44:49 -03:00
ea448cb779 Edit default values. WARNING!!!
Do not merge these changes, default values are not compiled into shaders yet!
2015-08-29 21:09:11 -03:00
add0105c4e Little fix: don't create an empty undo/redo command when trying to add a second Input GraphNode 2015-07-25 22:05:45 -03:00
5ffd818fb1 Duplicate GraphNode(s) [Control+D] 2015-07-25 21:16:07 -03:00
221443c5a2 more fixes
-only refuse to load an older file if version major is different, fixes
#1944
-fix drive letter default value, fixes #1939
2015-05-19 21:36:35 -03:00
f4caddbc23 -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), fixes #1775 2015-05-04 10:53:54 -03:00
a76709d240 -vec3 uniforms should now work, fixes #1773 2015-05-04 10:17:24 -03:00
0adca0a7c9 -made normalmaps easier in 2D, fixes #1467 2015-04-27 08:11:54 -03:00
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
61ab20a0bb fixed UV2 source in shader graph, closes #1633 2015-04-12 19:36:35 -03:00
d148a03848 -Fixes bug in ShaderGraph material, when uniform property is not used, fixes #1634 and #1610 2015-04-09 00:29:21 -03:00
7852be816a fixed shader graph length node, fixes #1632 2015-04-07 22:22:46 -03:00
68e42f53ba Beta1 Attempt #1
-=-==-=-=-=-=-=-

-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00
67d357191f begin work on lighting system for 2D
nothing functional yet, just experimenting with API
2015-01-22 11:07:16 -03:00
da0d4e4dea Fixes to texscreen, fixes to white testcube 2015-01-20 22:31:32 -03:00
11c1756257 Visual Shader Editing for 2D
Editing 2D shaders with visual editor seems to work now.
2015-01-20 20:36:25 -03:00
a0511ed59a Color Ramp and Curve Map added to visual shader editing.
Added Color Ramp and Curve Map to shader nodes.
Fixed an issue that crashed Godot Editor right when opened.
2015-01-19 02:39:58 -03:00
6f3c09047e -intentional breakage of shader graph to fix issues, existing graphs will be broken, sorry :( 2015-01-18 09:51:11 -03:00