summaryrefslogtreecommitdiff
path: root/editor/project_converter_3_to_4.cpp
diff options
context:
space:
mode:
authorclayjohn <claynjohn@gmail.com>2022-07-31 16:20:24 -0700
committerclayjohn <claynjohn@gmail.com>2022-08-31 12:14:46 -0700
commit385ee5c70b110fc4e6a47c847428bfe3da89e18e (patch)
tree79a98b11b042372e99ed209f033dd721f5a74e14 /editor/project_converter_3_to_4.cpp
parent736632ee7ed00a3474448cfd227f696f82905ac7 (diff)
Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
Diffstat (limited to 'editor/project_converter_3_to_4.cpp')
-rw-r--r--editor/project_converter_3_to_4.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/editor/project_converter_3_to_4.cpp b/editor/project_converter_3_to_4.cpp
index 6e24004f0e..dbd2a7555d 100644
--- a/editor/project_converter_3_to_4.cpp
+++ b/editor/project_converter_3_to_4.cpp
@@ -527,7 +527,6 @@ static const char *gdscript_function_renames[][2] = {
{ "set_tangent", "surface_set_tangent" }, // ImmediateGeometry broke SurfaceTool
{ "set_text_align", "set_text_alignment" }, // Button
{ "set_timer_process_mode", "set_timer_process_callback" }, // Timer
- { "set_tonemap_auto_exposure", "set_tonemap_auto_exposure_enabled" }, // Environment
{ "set_translation", "set_position" }, // Node3D - this broke GLTFNode which is used rarely
{ "set_unit_offset", "set_progress_ratio" }, // PathFollow2D, PathFollow3D
{ "set_uv2", "surface_set_uv2" }, // ImmediateMesh broke Surffacetool
@@ -1247,12 +1246,12 @@ static const char *project_settings_renames[][2] = {
{ "rendering/quality/shading/force_lambert_over_burley.mobile", "rendering/shading/overrides/force_lambert_over_burley.mobile" },
{ "rendering/quality/shading/force_vertex_shading", "rendering/shading/overrides/force_vertex_shading" },
{ "rendering/quality/shading/force_vertex_shading.mobile", "rendering/shading/overrides/force_vertex_shading.mobile" },
- { "rendering/quality/shadow_atlas/quadrant_0_subdiv", "rendering/shadows/shadow_atlas/quadrant_0_subdiv" },
- { "rendering/quality/shadow_atlas/quadrant_1_subdiv", "rendering/shadows/shadow_atlas/quadrant_1_subdiv" },
- { "rendering/quality/shadow_atlas/quadrant_2_subdiv", "rendering/shadows/shadow_atlas/quadrant_2_subdiv" },
- { "rendering/quality/shadow_atlas/quadrant_3_subdiv", "rendering/shadows/shadow_atlas/quadrant_3_subdiv" },
- { "rendering/quality/shadow_atlas/size", "rendering/shadows/shadow_atlas/size" },
- { "rendering/quality/shadow_atlas/size.mobile", "rendering/shadows/shadow_atlas/size.mobile" },
+ { "rendering/quality/shadow_atlas/quadrant_0_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_0_subdiv" },
+ { "rendering/quality/shadow_atlas/quadrant_1_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_1_subdiv" },
+ { "rendering/quality/shadow_atlas/quadrant_2_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_2_subdiv" },
+ { "rendering/quality/shadow_atlas/quadrant_3_subdiv", "rendering/lights_and_shadows/shadow_atlas/quadrant_3_subdiv" },
+ { "rendering/quality/shadow_atlas/size", "rendering/lights_and_shadows/shadow_atlas/size" },
+ { "rendering/quality/shadow_atlas/size.mobile", "rendering/lights_and_shadows/shadow_atlas/size.mobile" },
{ "rendering/vram_compression/import_bptc", "rendering/textures/vram_compression/import_bptc" },
{ "rendering/vram_compression/import_etc", "rendering/textures/vram_compression/import_etc" },
{ "rendering/vram_compression/import_etc2", "rendering/textures/vram_compression/import_etc2" },