1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

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

@@ -57,7 +57,9 @@ void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLangu
_load_theme_settings();
if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
get_text_edit()->set_text(shader->get_light_code());
else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
get_text_edit()->set_text(shader->get_vertex_code());
else
get_text_edit()->set_text(shader->get_fragment_code());
@@ -129,7 +131,9 @@ void ShaderTextEditor::_validate_script() {
int line,col;
String code;
if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
code=get_text_edit()->get_text();
else if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
code=get_text_edit()->get_text();
else
code=get_text_edit()->get_text();
@@ -364,6 +368,7 @@ void ShaderEditor::_params_changed() {
fragment_editor->_validate_script();
vertex_editor->_validate_script();
light_editor->_validate_script();
}
@@ -400,6 +405,7 @@ void ShaderEditor::edit(const Ref<Shader>& p_shader) {
if (shader->get_mode()==Shader::MODE_MATERIAL) {
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
} else {
@@ -431,7 +437,7 @@ void ShaderEditor::apply_shaders() {
if (shader.is_valid())
shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),0,0);
shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
}
void ShaderEditor::_close_callback() {
@@ -514,11 +520,16 @@ ShaderEditor::ShaderEditor() {
tab_container->add_child(fragment_editor);
fragment_editor->set_name("Fragment");
light_editor = memnew( ShaderTextEditor );
tab_container->add_child(light_editor);
light_editor->set_name("Lighting");
tab_container->set_current_tab(1);
vertex_editor->connect("script_changed", this,"apply_shaders");
fragment_editor->connect("script_changed", this,"apply_shaders");
light_editor->connect("script_changed", this,"apply_shaders");
}