* Added a "constant wave" in the pattern node
* Updated graphEdit to detect and forbid loops
* Modified code that renders to texture to update a texture instead of returning one (so we avoid updating everything and rely on everything being updated automatically wrt textures)
* base library is loaded from filesystem (instead of package) if available
Now the material node is aimed at Godot's SpatialMaterial. Textures are generated and passed to the SpatialMaterial (and not generated as shaders anymore).
Rendering textures requires a Timer (to wait for the viewport to be rendered). There has to be a better solution...
Added a couple more examples.
Added blend modes (Dissolve, Multiply, Screen, Overlay, Hard Light, Soft Light).
Fixed color popup position in the GradientEditor.
Fixed initial panoram shown in preview.
Now gradient editor can remove points.
Improved preview:
- added panorama to 3d preview (with panoramas from the godot material demo)
- texture preview can be maximized