136 Commits

Author SHA1 Message Date
16f6a5b139 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".

Backported from #70885.
2023-01-10 15:32:59 +01:00
32b9818965 Add node list param to GraphEdit::delete_nodes_request signal 2022-05-18 12:36:00 +03:00
a627cdafc5 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
5b0fe7880e [3.x] Add hints and default values to the uniform nodes in visual shader 2022-01-03 22:59:10 +03:00
42d385b312 clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
9c9559654b Fix incorrect position of the created VisualShader nodes on zoomed graph
(cherry picked from commit 8249ae8085)
2021-08-12 16:42:17 +02:00
9b228f0f5d Put multiple colons back into translated strings 2021-07-31 20:18:24 +03:00
a38b447413 Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
140350d767 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
a828398655 Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
b5e1e05ef2 Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
3d15f04668 Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
ac91e2ca0d [3.2] Prevents default values of VSNodeCustom from overriding by a script 2021-04-12 14:52:19 +03:00
3115ac4b60 Merge pull request #45663 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 19th batch
2021-02-02 19:19:31 +01:00
25bc4891d9 Merge pull request #40908 from Chaosus/vs_fix_preview_3.2
[3.2] Fix port previews for uniforms in visual shaders
2021-02-02 16:58:19 +01:00
8689c1178d Adds Metallic to spatial light input of visual shaders
(cherry picked from commit f4eef287f9)
2021-02-02 13:02:46 +01:00
a9552cefa2 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:34 +03:00
49646383f1 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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
a65252018c [3.2] Fix undo for moving multiple visual shader nodes 2020-10-06 08:54:58 +03:00
44817dbe6b [3.2] Fix port previews for uniforms in visual shaders 2020-10-02 11:10:08 +03:00
d0c705781c [3.2] Added UniformRef visual shader node 2020-08-11 15:04:06 +03:00
1f89c3bfeb (3.2) Some fixes for canvas item visual shader inputs 2020-05-05 12:21:25 +03:00
65e2230f6e Fixes min size of various editor plugins on HiDPI
* AnimationTree
* AudioStream
* ResourcePreloader
* ShaderEditor
* VisualShaderEditor
2020-01-12 15:24:15 +08:00
a7f49ac9a1 Update copyright statements to 2020
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
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
2bde99f790 Fix some small text mistakes 2019-11-08 23:31:29 +01:00
8243afb0e9 Added sampler inputs for visual shaders 2019-11-03 17:59:15 +03:00
84a0ad36b6 Sort custom vshader nodes+prevents them from divide to different folders 2019-11-02 12:04:48 +03:00
b76ae23392 Prevents folding of member tree on drag&drop in visual shader 2019-10-10 14:19:48 +03:00
0a34fa701f Fix VisualShaderInput (if compiled with MinGW) (correct, tested version) 2019-10-04 10:43:59 +03:00
bc67a18fe0 Fix VisualShaderInput if compiled with MinGW 2019-10-04 10:52:07 +03:00
b11d15d5c3 Makes Texture and TextureUniform in visual shaders to use UV by default 2019-10-03 16:59:49 +03:00
1bafadb629 Drag&drop custom nodes from filesystem to visual shader
+ better loading of custom nodes
2019-10-02 23:42:14 +03:00
f14bcd8cc5 Added sampler port type for visual shaders 2019-10-01 13:20:08 +03:00
71d6990e1e Added drag&drop possibility for textures from filesystem to visual shader 2019-10-01 09:00:55 +03:00
13e752190f Fix VS editor's "Create Function" dialog 2019-09-28 11:57:13 -03:00
aadbb66dc2 Merge pull request #31926 from Chaosus/vs_switch
Some improvements for Switch node in visual shaders
2019-09-04 19:21:54 +03:00
bf3024c172 Added missing OUTPUT_IS_SRGB and FRONT_FACING to visual shaders 2019-09-04 18:24:44 +03:00
a79d8e3b8f Some improvements for Switch node in visual shaders 2019-09-03 15:11:02 +03:00
8fd8589547 Fix resizer icon visiblity on light theme in GraphNode 2019-09-01 09:12:26 +03:00
816ddd7817 Merge pull request #31556 from Chaosus/gles2_inverse
Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +02:00
ac4e6f0041 Fix _get_description param name (visual shaders) 2019-08-25 13:06:16 +03:00
1d2e5f281e Fixes for visual shader member filter 2019-08-25 11:01:42 +03:00
494ea78610 Small performance fix for preview in visual shader 2019-08-25 09:22:09 +03:00
7f350a2c71 Enhanced preview for a visual shader to show errors 2019-08-25 08:42:21 +03:00
4dcee2035a Implemented inverse shader function to GLES2 2019-08-22 08:22:49 +03:00
7e075029c8 Fix various typos and style errors in text 2019-08-19 20:43:42 +02:00
c19a66d72f Simplify structure of preview text in visual shader editor 2019-08-18 13:27:08 -03:00
ef37f00525 Merge pull request #31453 from Chaosus/vs_code_preview
Added code preview to visual shader
2019-08-18 17:32:49 +02:00
808e44df6d Added code preview to visual shader 2019-08-18 17:28:19 +03:00