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More 3D Improvements
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
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@@ -77,11 +77,11 @@ public:
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virtual int get_device_count() const { return show_run?1:0; };
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virtual String get_device_name(int p_device) const { return "Run in Browser"; }
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virtual String get_device_info(int p_device) const { return "Run exported HTML in the system's default browser."; }
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virtual Error run(int p_device);
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virtual Error run(int p_device,bool p_dumb=false);
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virtual bool requieres_password(bool p_debug) const { return false; }
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virtual String get_binary_extension() const { return "html"; }
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virtual Error export_project(const String& p_path,bool p_debug,const String& p_password="");
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virtual Error export_project(const String& p_path,bool p_debug,bool p_dumb=false);
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virtual bool can_export(String *r_error=NULL) const;
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@@ -194,7 +194,7 @@ struct JSExportData {
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Error EditorExportPlatformJavaScript::export_project(const String& p_path,bool p_debug,const String& p_password) {
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Error EditorExportPlatformJavaScript::export_project(const String& p_path, bool p_debug, bool p_dumb) {
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String src_template;
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@@ -299,7 +299,7 @@ Error EditorExportPlatformJavaScript::export_project(const String& p_path,bool p
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}
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Error EditorExportPlatformJavaScript::run(int p_device) {
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Error EditorExportPlatformJavaScript::run(int p_device, bool p_dumb) {
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String path = EditorSettings::get_singleton()->get_settings_path()+"/tmp/tmp_export.html";
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Error err = export_project(path,true,"");
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