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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
This commit is contained in:
Juan Linietsky
2014-06-27 23:21:45 -03:00
parent 1cc96a4d74
commit 2af2a84a03
74 changed files with 1416 additions and 662 deletions

View File

@@ -130,10 +130,10 @@ VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const
}
void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
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) {
VS_CHANGED;
rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs);
rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_light,p_vertex_ofs,p_fragment_ofs,p_light_ofs);
}
String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{
@@ -146,6 +146,11 @@ String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{
return rasterizer->shader_get_fragment_code(p_shader);
}
String VisualServerRaster::shader_get_light_code(RID p_shader) const{
return rasterizer->shader_get_fragment_code(p_shader);
}
void VisualServerRaster::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
return rasterizer->shader_get_param_list(p_shader,p_param_list);
@@ -187,27 +192,16 @@ void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,b
rasterizer->material_set_flag(p_material,p_flag,p_enabled);
}
void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) {
void VisualServerRaster::material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) {
VS_CHANGED;
rasterizer->material_set_hint(p_material,p_hint,p_enabled);
}
bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const {
return rasterizer->material_get_hint(p_material,p_hint);
rasterizer->material_set_depth_draw_mode(p_material,p_mode);
}
void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) {
VS_CHANGED;
rasterizer->material_set_shade_model(p_material,p_model);
}
VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const {
return rasterizer->material_get_shade_model(p_material);
VS::MaterialDepthDrawMode VisualServerRaster::material_get_depth_draw_mode(RID p_material) const {
return rasterizer->material_get_depth_draw_mode(p_material);
}
@@ -273,17 +267,6 @@ RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialP
}
void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) {
VS_CHANGED;
rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode);
}
VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const {
return rasterizer->fixed_material_get_detail_blend_mode(p_material);
}
void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) {
@@ -318,6 +301,18 @@ Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) co
return rasterizer->fixed_material_get_uv_transform(p_material);
}
void VisualServerRaster::fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader) {
VS_CHANGED;
rasterizer->fixed_material_set_light_shader(p_material,p_shader);
}
VisualServerRaster::FixedMaterialLightShader VisualServerRaster::fixed_material_get_light_shader(RID p_material) const{
return rasterizer->fixed_material_get_light_shader(p_material);
}
/* MESH API */