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-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec2
-rw-r--r--platform/uwp/detect.py2
-rw-r--r--platform/windows/detect.py2
-rw-r--r--servers/rendering/shader_types.cpp1
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;