3473a195fc
Hides high-level functions from GLES2 shader autocompletion
2020-01-23 12:41:21 +03:00
4c456ef979
Disallow uint/uvec usage on GLES2 platform
2020-01-20 18:59:35 +03:00
3dea1c725e
Clears completion_class in shaders (may cause troubles if not).
2020-01-19 16:35:54 +03:00
1eb8d5e142
Added missing form of array constructor in shaders
2020-01-18 11:41:55 +03:00
5098232ee6
Disabled array initialization, const array and arr.length in shaders
2020-01-16 11:46:11 +03:00
1e154e0947
Fix nested break/return in shader switch statement
2020-01-10 11:57:56 +03:00
5edd1a27d2
Merge pull request #34671 from Chaosus/shader_hex_support
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Support for hex numbers in shaders
2020-01-08 10:01:49 +01:00
a7f49ac9a1
Update copyright statements to 2020
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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
99b92c885f
Support for hex numbers in shaders
2019-12-29 12:19:10 +03:00
2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
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Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
ed1c4bc77d
Removed unused variables, add some constants numbers
2019-12-10 05:13:02 +01:00
8b8faf03d5
Fix expressions for global constants in shaders
2019-12-02 19:00:21 +03:00
6c3be2ca74
Fix Visual Studio throwing C4146 warning.
2019-11-18 15:14:04 +00:00
5e44b5be81
Prevents usage of unsupported texture shader types in GLES2
2019-11-03 13:41:15 +03:00
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
1b003f3d64
Prevents shader crash on GLES2 if unsupported built-in has been used
2019-10-31 09:21:44 +03:00
76eb486413
Added check if field name in the shader is equal to builtin
2019-10-29 15:37:19 +03:00
ef6161532d
Fix shader crash if non-boolean expression inserted into "if"
2019-10-28 08:35:33 +03:00
701581d1d3
Improve error messages related to shader_type
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The list of allowed shader types is now displayed if any
`shader_type`-related error is emitted.
This makes it easier to remember which shader types are allowed
when creating a new shader.
2019-10-26 17:43:14 +02:00
ada4bcbe30
Fix invalid autocompletion pasting of shader param name
2019-10-08 18:33:22 +03:00
76324bec8d
Prevent shader crash if name of variable overrides function name
2019-10-06 20:35:41 +03:00
d9087e1b44
Prevent shader crash if function call been used on constant
2019-10-06 18:20:05 +03:00
5a5a062d61
Fix few redefinition name errors for variable/param/function in shaders
2019-10-06 17:27:28 +03:00
1472fca951
Removed unnecessary shader error log messages
2019-10-02 12:37:22 +03:00
1333ea2a2d
Implement shader array support for varyings
2019-09-14 18:23:25 +03:00
38601dd3e9
Fix shader crash when users miss the return statement
2019-08-28 11:32:33 +03:00
4dda253ee0
Implements switch to shaders
2019-08-23 14:43:09 +03:00
a525e3c5ce
Implemented do/while loops for shaders
2019-08-13 18:39:55 +03:00
24417f1975
Force user to initialize local shader constants
2019-08-13 12:31:25 +03:00
9f7a166c35
Show that identifier found in function names
2019-08-09 21:15:33 -07:00
b24b3497d6
Implemented local shader constants
2019-08-05 10:35:53 +03:00
aab8da25ad
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 09:14:31 +02:00
cfcc9ee9c1
Allows to use non-constants in the local shader array initializer
2019-07-16 08:04:49 +03:00
9379cbc774
Added local array initializer
2019-07-16 07:13:37 +03:00
c37379456f
Implemented local shader arrays
2019-07-15 15:57:39 +03:00
e7f5640632
Added missed "textureProjLod" shader built-in overload for 3D textures
2019-07-15 09:59:11 +03:00
26c0609656
Make the default return value on crash explicit
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Noticed that the error condition will return a NULL instead of something more explicit like "false".
Should make the code more readable at a glance.
2019-07-11 23:06:58 -04:00
a2b2da2454
Removed invalid mix shader overloads
2019-07-11 17:16:26 +03:00
4083d0c784
Fix "not" shader function return type
2019-07-09 15:55:00 +03:00
253cd73f1d
Fix code completion for shader editor
2019-07-06 12:03:17 +08:00
c2d4abf62e
Added constant support to shaders
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Co-authored-by: DavidSichma <sichmada@gmail.com >
2019-06-01 13:41:07 +03:00
193837a8f5
Merge pull request #28829 from vreon/swizzle-up
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Allow constructing larger data types by swizzling
2019-05-24 17:02:26 +02:00
e0574e1d98
Fix typos with codespell
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
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
```
2019-05-19 13:10:35 +02:00
1b9d26765f
Allow constructing larger data types by swizzling
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GLSL allows the construction of larger data types by swizzling smaller
ones, but Godot shading language treated this as an error:
vec2 test2 = vec2(0.0, 1.0);
vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression
This commit updates the expression parser for the 2 and 3-component data
types accordingly.
Fixes #10496
2019-05-11 11:01:09 -07:00
c8994b56f9
Style: Apply new changes from clang-format 8.0
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
ffb9f342a5
Ensure implicit conversions for scalar constants work in shaders, closes #26239
2019-02-26 23:21:37 -03:00
fd68bb2596
-Treat scalar conversions when calling functions as error, closes #24261
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-Make shader editor display errors if exist when just opening it
-Make ShaderMaterial not lose parameters if opened in error.
2019-02-23 17:55:09 -03:00
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
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Fixes #25316 .
2019-02-20 19:44:12 +01:00
d308eb091a
Fix many asan and ubsan reported issues
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This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00