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Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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@@ -1202,7 +1202,7 @@ RID VisualServerRaster::camera_create() {
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}
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void VisualServerRaster::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
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VS_CHANGED;
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VS_CHANGED
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->type=Camera::PERSPECTIVE;
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@@ -1226,7 +1226,7 @@ void VisualServerRaster::camera_set_transform(RID p_camera,const Transform& p_tr
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VS_CHANGED;
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->transform=p_transform;
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camera->transform=p_transform.orthonormalized();
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}
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@@ -3531,6 +3531,15 @@ void VisualServerRaster::canvas_item_add_set_blend_mode(RID p_item, MaterialBlen
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canvas_item->commands.push_back(bm);
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};
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void VisualServerRaster::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {
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VS_CHANGED;
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CanvasItem *canvas_item = canvas_item_owner.get( p_item );
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ERR_FAIL_COND(!canvas_item);
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canvas_item->sort_y=p_enable;
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}
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void VisualServerRaster::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) {
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VS_CHANGED;
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@@ -5591,26 +5600,30 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
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float opacity = ci->opacity * p_opacity;
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#ifndef ONTOP_DISABLED
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CanvasItem **child_items = ci->child_items.ptr();
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int child_item_count=ci->child_items.size();
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int top_item_count=0;
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CanvasItem **top_items=(CanvasItem**)alloca(child_item_count*sizeof(CanvasItem*));
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CanvasItem **child_items=(CanvasItem**)alloca(child_item_count*sizeof(CanvasItem*));
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copymem(child_items,ci->child_items.ptr(),child_item_count*sizeof(CanvasItem*));
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if (ci->clip) {
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rasterizer->canvas_set_clip(true,global_rect);
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canvas_clip=global_rect;
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}
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if (ci->sort_y) {
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SortArray<CanvasItem*,CanvasItemPtrSort> sorter;
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sorter.sort(child_items,child_item_count);
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}
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for(int i=0;i<child_item_count;i++) {
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if (child_items[i]->ontop)
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top_items[top_item_count++]=child_items[i];
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else {
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_render_canvas_item(child_items[i],xform,p_clip_rect,opacity);
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}
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continue;
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_render_canvas_item(child_items[i],xform,p_clip_rect,opacity);
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}
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#endif
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if (s!=0) {
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@@ -5746,20 +5759,13 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
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rasterizer->canvas_set_clip(true,canvas_clip);
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}
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#ifndef ONTOP_DISABLED
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for(int i=0;i<child_item_count;i++) {
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for(int i=0;i<top_item_count;i++) {
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_render_canvas_item(top_items[i],xform,p_clip_rect,opacity);
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if (!child_items[i]->ontop)
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continue;
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_render_canvas_item(child_items[i],xform,p_clip_rect,opacity);
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}
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#else
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for(int i=0;i<p_canvas_item->child_items.size();i++) {
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_render_canvas_item(p_canvas_item->child_items[i],xform,p_clip_rect,opacity);
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}
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#endif
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if (ci->clip) {
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rasterizer->canvas_set_clip(false,Rect2());
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