diff options
-rw-r--r-- | modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec | 2 | ||||
-rw-r--r-- | platform/uwp/detect.py | 2 | ||||
-rw-r--r-- | platform/windows/detect.py | 2 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 1 |
4 files changed, 4 insertions, 3 deletions
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec index 5b5cefe80e..ba68a4da43 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec @@ -17,6 +17,6 @@ <repository url="$projecturl$" /> </metadata> <files> - <file src="Sdk\**" target="Sdk" />\ + <file src="Sdk\**" target="Sdk" /> </files> </package> diff --git a/platform/uwp/detect.py b/platform/uwp/detect.py index 6e57dbbf64..2af7803749 100644 --- a/platform/uwp/detect.py +++ b/platform/uwp/detect.py @@ -81,7 +81,7 @@ def configure(env): vc_base_path = os.environ["VCTOOLSINSTALLDIR"] if "VCTOOLSINSTALLDIR" in os.environ else os.environ["VCINSTALLDIR"] # Force to use Unicode encoding - env.Append(MSVC_FLAGS=["/utf-8"]) + env.AppendUnique(CCFLAGS=["/utf-8"]) # ANGLE angle_root = os.getenv("ANGLE_SRC_PATH") diff --git a/platform/windows/detect.py b/platform/windows/detect.py index d5474ace9c..489e45404f 100644 --- a/platform/windows/detect.py +++ b/platform/windows/detect.py @@ -223,7 +223,7 @@ def configure_msvc(env, manual_msvc_config): env.AppendUnique(CCFLAGS=["/MT", "/Gd", "/GR", "/nologo"]) # Force to use Unicode encoding - env.Append(MSVC_FLAGS=["/utf-8"]) + env.AppendUnique(CCFLAGS=["/utf-8"]) env.AppendUnique(CXXFLAGS=["/TP"]) # assume all sources are C++ if manual_msvc_config: # should be automatic if SCons found it if os.getenv("WindowsSdkDir") is not None: diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index ad5cbc9e51..6d473a75f2 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -149,6 +149,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SHADOW_ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; |