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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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@@ -298,7 +298,7 @@ RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_
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fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha);
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material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded);
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material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true);
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material_set_hint(material_2d[version],MATERIAL_HINT_OPAQUE_PRE_PASS,p_opaque_prepass);
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material_set_depth_draw_mode(material_2d[version],p_opaque_prepass?MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA:MATERIAL_DEPTH_DRAW_OPAQUE_ONLY);
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fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture());
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//material cut alpha?
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return material_2d[version];
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@@ -568,8 +568,6 @@ void VisualServer::_bind_methods() {
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BIND_CONSTANT( MATERIAL_FLAG_INVERT_FACES );
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BIND_CONSTANT( MATERIAL_FLAG_UNSHADED );
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BIND_CONSTANT( MATERIAL_FLAG_ONTOP );
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BIND_CONSTANT( MATERIAL_FLAG_WIREFRAME );
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BIND_CONSTANT( MATERIAL_FLAG_BILLBOARD );
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BIND_CONSTANT( MATERIAL_FLAG_MAX );
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BIND_CONSTANT( MATERIAL_BLEND_MODE_MIX );
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@@ -642,7 +640,7 @@ void VisualServer::_bind_methods() {
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BIND_CONSTANT( LIGHT_OMNI );
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BIND_CONSTANT( LIGHT_SPOT );
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BIND_CONSTANT( LIGHT_COLOR_AMBIENT );
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BIND_CONSTANT( LIGHT_COLOR_DIFFUSE );
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BIND_CONSTANT( LIGHT_COLOR_SPECULAR );
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