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Misc Fixes
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
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@@ -130,10 +130,10 @@ VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const
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}
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void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
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void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
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VS_CHANGED;
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rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs);
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rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_light,p_vertex_ofs,p_fragment_ofs,p_light_ofs);
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}
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String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{
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@@ -146,6 +146,11 @@ String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{
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return rasterizer->shader_get_fragment_code(p_shader);
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}
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String VisualServerRaster::shader_get_light_code(RID p_shader) const{
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return rasterizer->shader_get_fragment_code(p_shader);
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}
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void VisualServerRaster::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
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return rasterizer->shader_get_param_list(p_shader,p_param_list);
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@@ -187,27 +192,16 @@ void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,b
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rasterizer->material_set_flag(p_material,p_flag,p_enabled);
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}
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void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) {
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void VisualServerRaster::material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) {
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VS_CHANGED;
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rasterizer->material_set_hint(p_material,p_hint,p_enabled);
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}
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bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const {
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return rasterizer->material_get_hint(p_material,p_hint);
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rasterizer->material_set_depth_draw_mode(p_material,p_mode);
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}
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void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) {
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VS_CHANGED;
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rasterizer->material_set_shade_model(p_material,p_model);
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}
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VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const {
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return rasterizer->material_get_shade_model(p_material);
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VS::MaterialDepthDrawMode VisualServerRaster::material_get_depth_draw_mode(RID p_material) const {
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return rasterizer->material_get_depth_draw_mode(p_material);
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}
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@@ -273,17 +267,6 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP
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}
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void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) {
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VS_CHANGED;
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rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode);
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}
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VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const {
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return rasterizer->fixed_material_get_detail_blend_mode(p_material);
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}
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void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) {
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@@ -318,6 +301,18 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co
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return rasterizer->fixed_material_get_uv_transform(p_material);
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}
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void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) {
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VS_CHANGED;
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rasterizer->fixed_material_set_light_shader(p_material,p_shader);
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}
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VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{
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return rasterizer->fixed_material_get_light_shader(p_material);
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}
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/* MESH API */
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