`.import` files (not to be confused with the `.import/` directory)
should be included in version control as they contain important
metadata, such as whether a texture should be filtered or not.
A `.gdignore` file was added to the `doc/` folder of the add-on,
which prevents Godot from importing any files inside.
This also speeds up the initial editor import step.
- Added support for inputs and alternate syntax for parameters ($foo instead of $(foo))
- Added support for default input values ($uv can be used for non uniform defaults)
Added initial support for alpha channel (in combine, decompose and blend nodes). Textures with alpha channels can be exported using the material node albedo input.
Updated node editor with a simple editor for enumerated parameters.
Updated all nodes so parameters are located in a "parameters" variable.
Started writing a generic node model whose behavior is defined in a json file. Should be able to replace all generators so far.
Wrote json files for bricks and noise nodes.
Started preparing a custom node.
Added documentation for Material, Export, Comment, Switch and Remote nodes.
Fixed missing "tool" attribute in editable_label script.
Reordered misc. nodes in base library.
Now linking new controls to a linked_control will check compatibility (same control type and parameters).
Linked control labels are now editable.
Modified the Switch node layout so it is easier to understand.
Updated the bricks example to use the switch and remote nodes.
Added a class for gradient (that handles serialization and shader generation), and updated the GradientEditor.
Added a "Types" class that handles values serialization.
Updated linked_control and config_control to link to GradientEditors.
Started adding the "remote" node, that can control important parameters of the graph and save/restore configurations of groups of parameters. This should help creating easily configurable materials.
Added new "mosaic" example