diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-03-02 00:54:10 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2015-03-02 00:54:43 -0300 |
commit | a1f715a4da71fbc2b7d6fad68624bf8b22c6da17 (patch) | |
tree | 5cd305c8f8858504f0b5efb804b2c291b1dc5089 /scene/3d/camera.cpp | |
parent | 0e732637d07d908daf64526f222e71fea402f3db (diff) |
support for 2D shadow casters
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
Diffstat (limited to 'scene/3d/camera.cpp')
-rw-r--r-- | scene/3d/camera.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp index 95eafa0df4..1109139180 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -152,11 +152,11 @@ void Camera::_get_property_list( List<PropertyInfo> *p_list) const { case PROJECTION_PERSPECTIVE: { - p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_NOEDITOR) ); + p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_NOEDITOR) ); if (keep_aspect==KEEP_WIDTH) - p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_EDITOR) ); + p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) ); else - p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_EDITOR) ); + p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) ); } break; |