Commit graph

90 commits

Author SHA1 Message Date
Yuri Sizov 2e4d18c929 Fix EditorInspectorPlugin virtual bindings and add parse_group callback 2021-11-10 17:56:59 +03:00
Yuri Roubinsky 6e00b4e330 Refactored copy/paste of visual shaders, implement 'Cut' feature 2021-10-31 10:42:32 +03:00
Yuri Roubinsky 2d0aa5ebc4 Repair Fog mode in visual shaders 2021-10-29 17:09:03 +03:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
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 f653cc13b9 Added port type content filter on port dragging in visual shader 2021-08-18 21:13:04 +03:00
Yuri Roubinsky 0eb97c11cf Few improvements for constants in visual shader 2021-08-11 13:14:16 +03:00
Rémi Verschelde 536825d004
Rename Curve3Texture to CurveXYZTexture
Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
2021-07-14 00:30:58 +02:00
Yuri Roubinsky 4cf2f79892 Added Curve3Texture to Visual Shaders 2021-07-04 12:21:19 +03:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Gregory Basile 8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Yuri Roubinsky f632e36ae5 Continuation of work on visual particles system 2021-06-07 20:33:17 +03:00
Yuri Roubinsky 8456682222 Fix changing theme coloring for error label in VisualShader editor 2021-06-03 10:58:55 +03:00
Yuri Roubinsky 8f9b91dab1 Implements expandable color ports in visual shaders 2021-05-26 10:45:53 +03:00
Yuri Roubinsky 7f5b074b4b Fixes non-atomary action of dragging resources on visual shader graph 2021-05-22 08:16:56 +03:00
Yuri Roubinsky 8ae5c6c6ec Fix sky visual shader mode after last rename 2021-04-17 20:59:48 +03:00
Rémi Verschelde 0f0c0e5933
Style: Apply clang-tidy's modernize-use-bool-literals 2021-04-05 13:16:35 +02:00
Yuri Roubinsky 0fecd4ee4d Fix separator duplication in visual shader context menu 2021-04-04 17:55:42 +03:00
Yuri Roubinsky fe3051fcce Added Comment node to Visual Shaders 2021-02-21 12:40:17 +03:00
Yuri Roubinsky de5a8128d7 Unified several visual shader nodes 2021-01-18 13:32:12 +03:00
Rémi Verschelde c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Yuri Roubinsky 69033672b7 Pushes visual shader code preview to separate window 2021-01-11 14:23:59 +03:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky c98c6eadbe Add convert options between constants and uniforms in visual shaders 2020-12-30 13:07:08 +03:00
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Yuri Roubinsky dd32d7b7ee Fixed some errors when changing port name in visual shader expressions 2020-12-02 13:27:37 +03:00
Yuri Roubinsky f402e1e675 Added VisualShaderNodeCurve to easy gather data from a CurveTexture 2020-10-18 09:57:15 +03:00
Yuri Roubinsky 8351266117 Fix visual shader node expression undo/redo for set_size and expression 2020-10-15 16:11:38 +03:00
Yuri Roubinsky 9b5d6f785b Refactor delete nodes functions in visual shader editor 2020-10-15 10:24:27 +03:00
Yuri Roubinsky fa35733b4c Updates size of float constant in visual shader if empty is selected 2020-10-01 18:19:36 +03:00
Yuri Roubinsky 50a80db50f Add an option to select a predifined constant in visual shader editor 2020-10-01 11:11:49 +03:00
Yuri Roubinsky 2652debde0 Drag & drop 3d/2d array/cubemap texture to visual shader 2020-09-29 15:27:36 +03:00
Yuri Roubinsky 11043b1a8f Fix undo for moving multiple visual shader nodes 2020-09-27 14:05:19 +03:00
Yuri Roubinsky 81a44a4145 Fix expressions nodes in visual shaders 2020-09-22 23:07:55 +03:00
Yuri Roubinsky 477f6c880e Fix UniformRef invalid updating when LineEdit focus out 2020-09-22 09:56:24 +03:00
Yuri Roubinsky 07fb960a88 Fix some bugs in visual shader editor 2020-09-21 22:19:20 +03:00
Yuri Roubinsky f726ef1cd7 [VisualShader] Fixes default node's input port not hiding on connection 2020-09-13 19:59:01 +03:00
Yuri Roubinsky c24e2075cd Update shader graph if mode is changed 2020-09-12 12:44:01 +03:00
Yuri Roubinsky 8dbf3d7c44 Improve performance of Add/Remove/Connect/Change nodes in visual shader 2020-09-11 15:45:18 +03:00
Paulb23 a0b409cb14 Add and convert editor to use CodeEdit 2020-09-10 20:35:27 +01:00
Yuri Roubinsky 14a24fa19c Improve performance for Show/Hide port preview in visual shaders 2020-09-09 19:24:55 +03:00
Yuri Roubinsky dc6685d28f Remakes particles in visual shaders 2020-09-07 13:33:51 +03:00
Yuri Roubinsky 004d8e86a6 Use flags instead TYPE_ enum in visual shaders editor 2020-09-06 10:43:14 +03:00
Yuri Roubinsky 7ddaff47a3 Added UniformRef visual shader node 2020-07-28 14:44:53 +03:00
Paulb23 bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Juan Linietsky 0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00