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-rw-r--r--core/math/matrix3.cpp24
-rw-r--r--core/math/matrix3.h4
-rw-r--r--core/math/quat.cpp16
-rw-r--r--core/math/quat.h4
-rw-r--r--core/math/transform.cpp4
-rw-r--r--editor/editor_settings.cpp4
-rw-r--r--editor/editor_themes.cpp94
-rw-r--r--editor/import/editor_import_collada.cpp6
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp3
-rw-r--r--editor/plugins/script_editor_plugin.cpp80
-rw-r--r--editor/plugins/script_editor_plugin.h14
-rw-r--r--editor/settings_config_dialog.cpp2
-rwxr-xr-xmisc/dist/appimage/AppRun3
-rw-r--r--misc/dist/appimage/godot.desktop9
-rw-r--r--misc/dist/appimage/godot.pngbin12525 -> 0 bytes
-rw-r--r--platform/x11/os_x11.cpp12
-rw-r--r--scene/3d/arvr_nodes.cpp20
-rw-r--r--servers/visual/visual_server_scene.cpp10
18 files changed, 178 insertions, 131 deletions
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index 202115e2ca..2371f49561 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -356,8 +356,7 @@ void Basis::rotate(const Quat &p_quat) {
*this = rotated(p_quat);
}
-// TODO: rename this to get_rotation_euler
-Vector3 Basis::get_rotation() const {
+Vector3 Basis::get_rotation_euler() const {
// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
// See the comment in get_scale() for further information.
@@ -371,6 +370,20 @@ Vector3 Basis::get_rotation() const {
return m.get_euler();
}
+Quat Basis::get_rotation_quat() const {
+ // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
+ // and returns the Euler angles corresponding to the rotation part, complementing get_scale().
+ // See the comment in get_scale() for further information.
+ Basis m = orthonormalized();
+ real_t det = m.determinant();
+ if (det < 0) {
+ // Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
+ m.scale(Vector3(-1, -1, -1));
+ }
+
+ return m.get_quat();
+}
+
void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const {
// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
@@ -591,10 +604,9 @@ Basis::operator String() const {
}
Quat Basis::get_quat() const {
- //commenting this check because precision issues cause it to fail when it shouldn't
- //#ifdef MATH_CHECKS
- //ERR_FAIL_COND_V(is_rotation() == false, Quat());
- //#endif
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(is_rotation() == false, Quat());
+#endif
real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
real_t temp[4];
diff --git a/core/math/matrix3.h b/core/math/matrix3.h
index 63d4f5d79d..cd1b51baa6 100644
--- a/core/math/matrix3.h
+++ b/core/math/matrix3.h
@@ -84,9 +84,11 @@ public:
void rotate(const Quat &p_quat);
Basis rotated(const Quat &p_quat) const;
- Vector3 get_rotation() const;
+ Vector3 get_rotation_euler() const;
void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
+ Quat get_rotation_quat() const;
+ Vector3 get_rotation() const { return get_rotation_euler(); };
Vector3 rotref_posscale_decomposition(Basis &rotref) const;
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index b938fc3cfd..67c9048a41 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -139,15 +139,15 @@ bool Quat::is_normalized() const {
Quat Quat::inverse() const {
#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(is_normalized() == false, Quat(0, 0, 0, 0));
+ ERR_FAIL_COND_V(is_normalized() == false, Quat());
#endif
return Quat(-x, -y, -z, w);
}
Quat Quat::slerp(const Quat &q, const real_t &t) const {
#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(is_normalized() == false, Quat(0, 0, 0, 0));
- ERR_FAIL_COND_V(q.is_normalized() == false, Quat(0, 0, 0, 0));
+ ERR_FAIL_COND_V(is_normalized() == false, Quat());
+ ERR_FAIL_COND_V(q.is_normalized() == false, Quat());
#endif
Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
@@ -192,7 +192,10 @@ Quat Quat::slerp(const Quat &q, const real_t &t) const {
}
Quat Quat::slerpni(const Quat &q, const real_t &t) const {
-
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(is_normalized() == false, Quat());
+ ERR_FAIL_COND_V(q.is_normalized() == false, Quat());
+#endif
const Quat &from = *this;
real_t dot = from.dot(q);
@@ -211,7 +214,10 @@ Quat Quat::slerpni(const Quat &q, const real_t &t) const {
}
Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const {
-
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(is_normalized() == false, Quat());
+ ERR_FAIL_COND_V(q.is_normalized() == false, Quat());
+#endif
//the only way to do slerp :|
real_t t2 = (1.0 - t) * t * 2;
Quat sp = this->slerp(q, t);
diff --git a/core/math/quat.h b/core/math/quat.h
index 3e1344a913..6dc8d66f60 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -84,7 +84,9 @@ public:
}
_FORCE_INLINE_ Vector3 xform(const Vector3 &v) const {
-
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(is_normalized() == false, v);
+#endif
Vector3 u(x, y, z);
Vector3 uv = u.cross(v);
return v + ((uv * w) + u.cross(uv)) * ((real_t)2);
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
index 7cd186ca60..d1e190f4b9 100644
--- a/core/math/transform.cpp
+++ b/core/math/transform.cpp
@@ -120,11 +120,11 @@ Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c)
/* not sure if very "efficient" but good enough? */
Vector3 src_scale = basis.get_scale();
- Quat src_rot = basis.orthonormalized();
+ Quat src_rot = basis.get_rotation_quat();
Vector3 src_loc = origin;
Vector3 dst_scale = p_transform.basis.get_scale();
- Quat dst_rot = p_transform.basis;
+ Quat dst_rot = p_transform.basis.get_rotation_quat();
Vector3 dst_loc = p_transform.origin;
Transform dst; //this could be made faster by using a single function in Basis..
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index ff644ad126..4045d6c3d3 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -313,8 +313,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
_initial_set("interface/editor/save_each_scene_on_quit", true); // Regression
_initial_set("interface/editor/quit_confirmation", true);
- _initial_set("interface/theme/preset", 0);
- hints["interface/theme/preset"] = PropertyInfo(Variant::INT, "interface/theme/preset", PROPERTY_HINT_ENUM, "Default,Custom,Grey,Godot 2,Arc,Light,Alien,Solarized (Dark),Solarized (Light)", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
+ _initial_set("interface/theme/preset", "Default");
+ hints["interface/theme/preset"] = PropertyInfo(Variant::STRING, "interface/theme/preset", PROPERTY_HINT_ENUM, "Default,Alien,Arc,Godot 2,Grey,Light,Solarized (Dark),Solarized (Light),Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
_initial_set("interface/theme/icon_and_font_color", 0);
hints["interface/theme/icon_and_font_color"] = PropertyInfo(Variant::INT, "interface/theme/icon_and_font_color", PROPERTY_HINT_ENUM, "Auto,Dark,Light", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
_initial_set("interface/theme/base_color", Color::html("#323b4f"));
diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp
index 78aa3da546..98402d8df5 100644
--- a/editor/editor_themes.cpp
+++ b/editor/editor_themes.cpp
@@ -254,7 +254,8 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
Color base_color = EDITOR_DEF("interface/theme/base_color", Color::html("#323b4f"));
float contrast = EDITOR_DEF("interface/theme/contrast", default_contrast);
- int preset = EDITOR_DEF("interface/theme/preset", 0);
+ String preset = EDITOR_DEF("interface/theme/preset", "Default");
+
int icon_font_color_setting = EDITOR_DEF("interface/theme/icon_and_font_color", 0);
bool highlight_tabs = EDITOR_DEF("interface/theme/highlight_tabs", false);
int border_size = EDITOR_DEF("interface/theme/border_size", 1);
@@ -266,55 +267,52 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
Color preset_accent_color;
Color preset_base_color;
float preset_contrast;
- switch (preset) {
- case 0: { // Default
- preset_accent_color = Color::html("#699ce8");
- preset_base_color = Color::html("#323b4f");
- preset_contrast = default_contrast;
- } break;
- case 1: { // Custom
- accent_color = EDITOR_DEF("interface/theme/accent_color", Color::html("#699ce8"));
- base_color = EDITOR_DEF("interface/theme/base_color", Color::html("#323b4f"));
- contrast = EDITOR_DEF("interface/theme/contrast", default_contrast);
- } break;
- case 2: { // Grey
- preset_accent_color = Color::html("#b8e4ff");
- preset_base_color = Color::html("#3d3d3d");
- preset_contrast = 0.2;
- } break;
- case 3: { // Godot 2
- preset_accent_color = Color::html("#86ace2");
- preset_base_color = Color::html("#3C3A44");
- preset_contrast = 0.25;
- } break;
- case 4: { // Arc
- preset_accent_color = Color::html("#5294e2");
- preset_base_color = Color::html("#383c4a");
- preset_contrast = 0.25;
- } break;
- case 5: { // Light
- preset_accent_color = Color::html("#2070ff");
- preset_base_color = Color::html("#ffffff");
- preset_contrast = 0.08;
- } break;
- case 6: { // Alien
- preset_accent_color = Color::html("#1bfe99");
- preset_base_color = Color::html("#2f373f");
- preset_contrast = 0.25;
- } break;
- case 7: { // Solarized (Dark)
- preset_accent_color = Color::html("#268bd2");
- preset_base_color = Color::html("#073642");
- preset_contrast = 0.15;
- } break;
- case 8: { // Solarized (Light)
- preset_accent_color = Color::html("#268bd2");
- preset_base_color = Color::html("#fdf6e3");
- preset_contrast = 0.06;
- } break;
+
+ // Please, use alphabet order if you've added new theme here(After "Default" and "Custom")
+
+ if (preset == "Default") {
+ preset_accent_color = Color::html("#699ce8");
+ preset_base_color = Color::html("#323b4f");
+ preset_contrast = default_contrast;
+ } else if (preset == "Custom") {
+ accent_color = EDITOR_DEF("interface/theme/accent_color", Color::html("#699ce8"));
+ base_color = EDITOR_DEF("interface/theme/base_color", Color::html("#323b4f"));
+ contrast = EDITOR_DEF("interface/theme/contrast", default_contrast);
+ } else if (preset == "Alien") {
+ preset_accent_color = Color::html("#1bfe99");
+ preset_base_color = Color::html("#2f373f");
+ preset_contrast = 0.25;
+ } else if (preset == "Arc") {
+ preset_accent_color = Color::html("#5294e2");
+ preset_base_color = Color::html("#383c4a");
+ preset_contrast = 0.25;
+ } else if (preset == "Godot 2") {
+ preset_accent_color = Color::html("#86ace2");
+ preset_base_color = Color::html("#3C3A44");
+ preset_contrast = 0.25;
+ } else if (preset == "Grey") {
+ preset_accent_color = Color::html("#b8e4ff");
+ preset_base_color = Color::html("#3d3d3d");
+ preset_contrast = 0.2;
+ } else if (preset == "Light") {
+ preset_accent_color = Color::html("#2070ff");
+ preset_base_color = Color::html("#ffffff");
+ preset_contrast = 0.08;
+ } else if (preset == "Solarized (Dark)") {
+ preset_accent_color = Color::html("#268bd2");
+ preset_base_color = Color::html("#073642");
+ preset_contrast = 0.15;
+ } else if (preset == "Solarized (Light)") {
+ preset_accent_color = Color::html("#268bd2");
+ preset_base_color = Color::html("#fdf6e3");
+ preset_contrast = 0.06;
+ } else { // Default
+ preset_accent_color = Color::html("#699ce8");
+ preset_base_color = Color::html("#323b4f");
+ preset_contrast = default_contrast;
}
- if (preset != 1) {
+ if (preset != "Custom") {
accent_color = preset_accent_color;
base_color = preset_base_color;
contrast = preset_contrast;
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index 2fb3bf7b1e..a13f741ee7 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -1785,8 +1785,7 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
}
}
- Quat q = xform.basis;
- q.normalize();
+ Quat q = xform.basis.get_rotation_quat();
Vector3 s = xform.basis.get_scale();
Vector3 l = xform.origin;
@@ -1838,8 +1837,7 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
- Quat q = xform.basis;
- q.normalize();
+ Quat q = xform.basis.get_rotation_quat();
Vector3 s = xform.basis.get_scale();
Vector3 l = xform.origin;
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 777f757bb4..eb0bc0f782 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -1989,8 +1989,7 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
int bone = node->joints[i].godot_bone_index;
xform = skeleton->get_bone_rest(bone).affine_inverse() * xform;
- rot = xform.basis;
- rot.normalize();
+ rot = xform.basis.get_rotation_quat();
scale = xform.basis.get_scale();
pos = xform.origin;
}
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index 83072534b8..9724017787 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -804,12 +804,12 @@ bool ScriptEditor::_test_script_times_on_disk(Ref<Script> p_for_script) {
void ScriptEditor::_file_dialog_action(String p_file) {
switch (file_dialog_option) {
- case FILE_SAVE_THEME_AS: {
+ case THEME_SAVE_AS: {
if (!EditorSettings::get_singleton()->save_text_editor_theme_as(p_file)) {
editor->show_warning(TTR("Error while saving theme"), TTR("Error saving"));
}
} break;
- case FILE_IMPORT_THEME: {
+ case THEME_IMPORT: {
if (!EditorSettings::get_singleton()->import_text_editor_theme(p_file)) {
editor->show_warning(TTR("Error importing theme"), TTR("Error importing"));
}
@@ -859,33 +859,6 @@ void ScriptEditor::_menu_option(int p_option) {
save_all_scripts();
} break;
- case FILE_IMPORT_THEME: {
- file_dialog->set_mode(EditorFileDialog::MODE_OPEN_FILE);
- file_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
- file_dialog_option = FILE_IMPORT_THEME;
- file_dialog->clear_filters();
- file_dialog->add_filter("*.tet");
- file_dialog->popup_centered_ratio();
- file_dialog->set_title(TTR("Import Theme"));
- } break;
- case FILE_RELOAD_THEME: {
- EditorSettings::get_singleton()->load_text_editor_theme();
- } break;
- case FILE_SAVE_THEME: {
- if (!EditorSettings::get_singleton()->save_text_editor_theme()) {
- editor->show_warning(TTR("Error while saving theme"), TTR("Error saving"));
- }
- } break;
- case FILE_SAVE_THEME_AS: {
- file_dialog->set_mode(EditorFileDialog::MODE_SAVE_FILE);
- file_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
- file_dialog_option = FILE_SAVE_THEME_AS;
- file_dialog->clear_filters();
- file_dialog->add_filter("*.tet");
- file_dialog->set_current_path(EditorSettings::get_singleton()->get_text_editor_themes_dir().plus_file(EditorSettings::get_singleton()->get("text_editor/theme/color_theme")));
- file_dialog->popup_centered_ratio();
- file_dialog->set_title(TTR("Save Theme As..."));
- } break;
case SEARCH_HELP: {
help_search_dialog->popup();
@@ -1143,6 +1116,38 @@ void ScriptEditor::_menu_option(int p_option) {
}
}
+void ScriptEditor::_theme_option(int p_option) {
+ switch (p_option) {
+ case THEME_IMPORT: {
+ file_dialog->set_mode(EditorFileDialog::MODE_OPEN_FILE);
+ file_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
+ file_dialog_option = THEME_IMPORT;
+ file_dialog->clear_filters();
+ file_dialog->add_filter("*.tet");
+ file_dialog->popup_centered_ratio();
+ file_dialog->set_title(TTR("Import Theme"));
+ } break;
+ case THEME_RELOAD: {
+ EditorSettings::get_singleton()->load_text_editor_theme();
+ } break;
+ case THEME_SAVE: {
+ if (!EditorSettings::get_singleton()->save_text_editor_theme()) {
+ editor->show_warning(TTR("Error while saving theme"), TTR("Error saving"));
+ }
+ } break;
+ case THEME_SAVE_AS: {
+ file_dialog->set_mode(EditorFileDialog::MODE_SAVE_FILE);
+ file_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
+ file_dialog_option = THEME_SAVE_AS;
+ file_dialog->clear_filters();
+ file_dialog->add_filter("*.tet");
+ file_dialog->set_current_path(EditorSettings::get_singleton()->get_text_editor_themes_dir().plus_file(EditorSettings::get_singleton()->get("text_editor/theme/color_theme")));
+ file_dialog->popup_centered_ratio();
+ file_dialog->set_title(TTR("Save Theme As..."));
+ } break;
+ }
+}
+
void ScriptEditor::_tab_changed(int p_which) {
ensure_select_current();
@@ -2591,6 +2596,7 @@ void ScriptEditor::_bind_methods() {
ClassDB::bind_method("_close_all_tabs", &ScriptEditor::_close_all_tabs);
ClassDB::bind_method("_close_other_tabs", &ScriptEditor::_close_other_tabs);
ClassDB::bind_method("_open_recent_script", &ScriptEditor::_open_recent_script);
+ ClassDB::bind_method("_theme_option", &ScriptEditor::_theme_option);
ClassDB::bind_method("_editor_play", &ScriptEditor::_editor_play);
ClassDB::bind_method("_editor_pause", &ScriptEditor::_editor_pause);
ClassDB::bind_method("_editor_stop", &ScriptEditor::_editor_stop);
@@ -2763,10 +2769,18 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) {
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/history_previous", TTR("History Prev"), KEY_MASK_ALT | KEY_LEFT), WINDOW_PREV);
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/history_next", TTR("History Next"), KEY_MASK_ALT | KEY_RIGHT), WINDOW_NEXT);
file_menu->get_popup()->add_separator();
- file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/import_theme", TTR("Import Theme")), FILE_IMPORT_THEME);
- file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/reload_theme", TTR("Reload Theme")), FILE_RELOAD_THEME);
- file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/save_theme", TTR("Save Theme")), FILE_SAVE_THEME);
- file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/save_theme_as", TTR("Save Theme As")), FILE_SAVE_THEME_AS);
+
+ file_menu->get_popup()->add_submenu_item(TTR("Theme"), "Theme", FILE_THEME);
+
+ theme_submenu = memnew(PopupMenu);
+ theme_submenu->set_name("Theme");
+ file_menu->get_popup()->add_child(theme_submenu);
+ theme_submenu->connect("id_pressed", this, "_theme_option");
+ theme_submenu->add_shortcut(ED_SHORTCUT("script_editor/import_theme", TTR("Import Theme")), THEME_IMPORT);
+ theme_submenu->add_shortcut(ED_SHORTCUT("script_editor/reload_theme", TTR("Reload Theme")), THEME_RELOAD);
+ theme_submenu->add_shortcut(ED_SHORTCUT("script_editor/save_theme", TTR("Save Theme")), THEME_SAVE);
+ theme_submenu->add_shortcut(ED_SHORTCUT("script_editor/save_theme_as", TTR("Save Theme As")), THEME_SAVE_AS);
+
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_docs", TTR("Close Docs")), CLOSE_DOCS);
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_file", TTR("Close"), KEY_MASK_CMD | KEY_W), FILE_CLOSE);
diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h
index 769612bdb6..67f506fdda 100644
--- a/editor/plugins/script_editor_plugin.h
+++ b/editor/plugins/script_editor_plugin.h
@@ -134,10 +134,7 @@ class ScriptEditor : public PanelContainer {
FILE_SAVE,
FILE_SAVE_AS,
FILE_SAVE_ALL,
- FILE_IMPORT_THEME,
- FILE_RELOAD_THEME,
- FILE_SAVE_THEME,
- FILE_SAVE_THEME_AS,
+ FILE_THEME,
FILE_RUN,
FILE_CLOSE,
CLOSE_DOCS,
@@ -168,6 +165,13 @@ class ScriptEditor : public PanelContainer {
WINDOW_SELECT_BASE = 100
};
+ enum {
+ THEME_IMPORT,
+ THEME_RELOAD,
+ THEME_SAVE,
+ THEME_SAVE_AS
+ };
+
enum ScriptSortBy {
SORT_BY_NAME,
SORT_BY_PATH,
@@ -190,6 +194,7 @@ class ScriptEditor : public PanelContainer {
uint64_t idle;
PopupMenu *recent_scripts;
+ PopupMenu *theme_submenu;
Button *help_search;
Button *site_search;
@@ -251,6 +256,7 @@ class ScriptEditor : public PanelContainer {
void _tab_changed(int p_which);
void _menu_option(int p_option);
+ void _theme_option(int p_option);
Tree *disk_changed_list;
ConfirmationDialog *disk_changed;
diff --git a/editor/settings_config_dialog.cpp b/editor/settings_config_dialog.cpp
index eb9ab93228..ae88b3a035 100644
--- a/editor/settings_config_dialog.cpp
+++ b/editor/settings_config_dialog.cpp
@@ -61,7 +61,7 @@ void EditorSettingsDialog::_settings_property_edited(const String &p_name) {
if (full_name == "text_editor/theme/color_theme") {
property_editor->get_property_editor()->update_tree();
} else if (full_name == "interface/theme/accent_color" || full_name == "interface/theme/base_color" || full_name == "interface/theme/contrast") {
- EditorSettings::get_singleton()->set_manually("interface/theme/preset", 1); // set preset to Custom
+ EditorSettings::get_singleton()->set_manually("interface/theme/preset", "Custom"); // set preset to Custom
} else if (full_name.begins_with("text_editor/highlighting")) {
EditorSettings::get_singleton()->set_manually("text_editor/theme/color_theme", "Custom");
}
diff --git a/misc/dist/appimage/AppRun b/misc/dist/appimage/AppRun
deleted file mode 100755
index db3398a92a..0000000000
--- a/misc/dist/appimage/AppRun
+++ /dev/null
@@ -1,3 +0,0 @@
-#!/bin/sh
-HERE="$(dirname "$(readlink -f "${0}")")"
-"${HERE}"/godot $@
diff --git a/misc/dist/appimage/godot.desktop b/misc/dist/appimage/godot.desktop
deleted file mode 100644
index 545c491256..0000000000
--- a/misc/dist/appimage/godot.desktop
+++ /dev/null
@@ -1,9 +0,0 @@
-[Desktop Entry]
-Name=Godot Engine
-GenericName=Libre game engine
-Comment=Multi-platform 2D and 3D game engine with a feature rich editor
-Exec=godot -pm
-Icon=godot
-Terminal=false
-Type=Application
-Categories=Development;IDE;
diff --git a/misc/dist/appimage/godot.png b/misc/dist/appimage/godot.png
deleted file mode 100644
index e334f5fa78..0000000000
--- a/misc/dist/appimage/godot.png
+++ /dev/null
Binary files differ
diff --git a/platform/x11/os_x11.cpp b/platform/x11/os_x11.cpp
index d7f042b4fe..2bc85f76c9 100644
--- a/platform/x11/os_x11.cpp
+++ b/platform/x11/os_x11.cpp
@@ -1954,6 +1954,7 @@ void OS_X11::process_xevents() {
// to be able to send relative motion events.
Point2i pos(event.xmotion.x, event.xmotion.y);
+#ifdef TOUCH_ENABLED
// Avoidance of spurious mouse motion (see handling of touch)
bool filter = false;
// Adding some tolerance to match better Point2i to Vector2
@@ -1965,6 +1966,7 @@ void OS_X11::process_xevents() {
if (filter) {
break;
}
+#endif
if (mouse_mode == MOUSE_MODE_CAPTURED) {
@@ -2527,17 +2529,23 @@ void OS_X11::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, c
void OS_X11::release_rendering_thread() {
+#if defined(OPENGL_ENABLED)
context_gl->release_current();
+#endif
}
void OS_X11::make_rendering_thread() {
+#if defined(OPENGL_ENABLED)
context_gl->make_current();
+#endif
}
void OS_X11::swap_buffers() {
+#if defined(OPENGL_ENABLED)
context_gl->swap_buffers();
+#endif
}
void OS_X11::alert(const String &p_alert, const String &p_title) {
@@ -2631,8 +2639,10 @@ String OS_X11::get_joy_guid(int p_device) const {
}
void OS_X11::_set_use_vsync(bool p_enable) {
+#if defined(OPENGL_ENABLED)
if (context_gl)
- return context_gl->set_use_vsync(p_enable);
+ context_gl->set_use_vsync(p_enable);
+#endif
}
/*
bool OS_X11::is_vsync_enabled() const {
diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp
index 001c58ea76..4bff26a200 100644
--- a/scene/3d/arvr_nodes.cpp
+++ b/scene/3d/arvr_nodes.cpp
@@ -73,7 +73,10 @@ Vector3 ARVRCamera::project_local_ray_normal(const Point2 &p_pos) const {
ERR_FAIL_NULL_V(arvr_server, Vector3());
Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
- ERR_FAIL_COND_V(arvr_interface.is_null(), Vector3());
+ if (arvr_interface.is_null()) {
+ // we might be in the editor or have VR turned off, just call superclass
+ return Camera::project_local_ray_normal(p_pos);
+ }
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
@@ -98,7 +101,10 @@ Point2 ARVRCamera::unproject_position(const Vector3 &p_pos) const {
ERR_FAIL_NULL_V(arvr_server, Vector2());
Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
- ERR_FAIL_COND_V(arvr_interface.is_null(), Vector2());
+ if (arvr_interface.is_null()) {
+ // we might be in the editor or have VR turned off, just call superclass
+ return Camera::unproject_position(p_pos);
+ }
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
@@ -127,7 +133,10 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
ERR_FAIL_NULL_V(arvr_server, Vector3());
Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
- ERR_FAIL_COND_V(arvr_interface.is_null(), Vector3());
+ if (arvr_interface.is_null()) {
+ // we might be in the editor or have VR turned off, just call superclass
+ return Camera::project_position(p_point);
+ }
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
@@ -157,7 +166,10 @@ Vector<Plane> ARVRCamera::get_frustum() const {
ERR_FAIL_NULL_V(arvr_server, Vector<Plane>());
Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
- ERR_FAIL_COND_V(arvr_interface.is_null(), Vector<Plane>());
+ if (arvr_interface.is_null()) {
+ // we might be in the editor or have VR turned off, just call superclass
+ return Camera::get_frustum();
+ }
ERR_FAIL_COND_V(!is_inside_world(), Vector<Plane>());
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 43a225b370..b7abb07f43 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -1715,7 +1715,7 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
float x_shift = width * camera_matrix.matrix[2][0];
float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
- float y_shift = width * camera_matrix.matrix[2][1];
+ float y_shift = height * camera_matrix.matrix[2][1];
// printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
@@ -1735,10 +1735,10 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
float z_shift = (left_near / slope) - z_near;
// - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
- float top_near = (height + y_shift) * 0.5;
- top_near += y_shift * z_shift;
- float bottom_near = -(height - y_shift) * 0.5;
- bottom_near -= y_shift * z_shift;
+ float top_near = (height - y_shift) * 0.5;
+ top_near += (top_near / z_near) * z_shift;
+ float bottom_near = -(height + y_shift) * 0.5;
+ bottom_near += (bottom_near / z_near) * z_shift;
// printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);