diff options
-rw-r--r-- | doc/classes/TileMap.xml | 11 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 10 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 8 | ||||
-rw-r--r-- | modules/mono/editor/godotsharp_editor.cpp | 10 | ||||
-rw-r--r-- | modules/mono/glue/cs_files/GD.cs | 35 | ||||
-rwxr-xr-x | modules/mono/glue/cs_files/VERSION.txt | 2 | ||||
-rw-r--r-- | scene/2d/tile_map.cpp | 10 | ||||
-rw-r--r-- | scene/2d/tile_map.h | 3 |
10 files changed, 48 insertions, 45 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 656063771d..3486b721ca 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -153,6 +153,8 @@ Sets the tile index for the cell given by a Vector2. An index of [code]-1[/code] clears the cell. Optionally, the tile can also be flipped, transposed, or given autotile coordinates. + Note that data such as navigation polygons and collision shapes are not immediately updated for performance reasons. + If you need these to be immediately updated, you can call [method update_dirty_quadrants]. </description> </method> <method name="set_cellv"> @@ -172,6 +174,8 @@ Sets the tile index for the given cell. An index of [code]-1[/code] clears the cell. Optionally, the tile can also be flipped or transposed. + Note that data such as navigation polygons and collision shapes are not immediately updated for performance reasons. + If you need these to be immediately updated, you can call [method update_dirty_quadrants]. </description> </method> <method name="set_collision_layer_bit"> @@ -217,6 +221,13 @@ Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap. </description> </method> + <method name="update_dirty_quadrants"> + <return type="void"> + </return> + <description> + Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified. + </description> + </method> <method name="world_to_map" qualifiers="const"> <return type="Vector2"> </return> diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index daa421d45c..ea52153285 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -409,8 +409,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - if (dst_rect.size.width < 0) { dst_rect.position.x += dst_rect.size.width; dst_rect.size.width *= -1; diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 2da496d4b7..0dc506d991 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -2005,6 +2005,8 @@ void RasterizerStorageGLES2::initialize() { } } + config.shrink_textures_x2 = false; + frame.count = 0; frame.prev_tick = 0; frame.delta = 0; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index aa55e72083..549d91a5a0 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -721,8 +721,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; - actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; - actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; @@ -736,7 +734,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; - //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; @@ -768,7 +765,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; - //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT; + // gl_InstanceID is not available in OpenGL ES 2.0 + actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; //builtins @@ -790,13 +788,11 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; @@ -838,8 +834,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 3f6fe3ec61..f3ba7aa408 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -780,8 +780,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; - actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; - actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; @@ -824,7 +822,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; - //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT; + actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID"; //builtins @@ -846,13 +844,11 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; @@ -894,8 +890,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; diff --git a/modules/mono/editor/godotsharp_editor.cpp b/modules/mono/editor/godotsharp_editor.cpp index 998da8bda3..faeb58e5a7 100644 --- a/modules/mono/editor/godotsharp_editor.cpp +++ b/modules/mono/editor/godotsharp_editor.cpp @@ -278,13 +278,11 @@ GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) { about_label->set_autowrap(true); String about_text = String("C# support in Godot Engine is a brand new feature and a work in progress.\n") + - "It is at the alpha stage and thus not suitable for use in production.\n\n" + - "As of Godot 3.0, C# support is not feature-complete and may crash in some situations. " + - "Bugs and usability issues will be addressed gradually over 3.0.x and 3.x releases, " + + "It is currently in an alpha stage and is not suitable for use in production.\n\n" + + "As of Godot 3.1, C# support is not feature-complete and may crash in some situations. " + + "Bugs and usability issues will be addressed gradually over future 3.x releases, " + "including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" + - "The main missing feature is the ability to export games using C# assemblies - you will therefore be able to develop and run games in the editor, " + - "but not to share them as standalone binaries yet. This feature is of course high on the priority list and should be available as soon as possible.\n\n" + - "If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, Mono version, IDE, etc.:\n\n" + + "If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, Mono version, IDE, etc:\n\n" + " https://github.com/godotengine/godot/issues\n\n" + "Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!"; about_label->set_text(about_text); diff --git a/modules/mono/glue/cs_files/GD.cs b/modules/mono/glue/cs_files/GD.cs index ec1534cb9a..e2457ff98b 100644 --- a/modules/mono/glue/cs_files/GD.cs +++ b/modules/mono/glue/cs_files/GD.cs @@ -1,4 +1,9 @@ using System; +#if REAL_T_IS_DOUBLE +using real_t = System.Double; +#else +using real_t = System.Single; +#endif // TODO: Add comments describing what this class does. It is not obvious. @@ -16,22 +21,22 @@ namespace Godot return NativeCalls.godot_icall_Godot_convert(what, type); } - public static float Db2Linear(float db) + public static real_t Db2Linear(real_t db) { - return (float)Math.Exp(db * 0.11512925464970228420089957273422); + return (real_t)Math.Exp(db * 0.11512925464970228420089957273422); } - public static float Dectime(float value, float amount, float step) + public static real_t DecTime(real_t value, real_t amount, real_t step) { - float sgn = value < 0 ? -1.0f : 1.0f; - float val = Mathf.Abs(value); + real_t sgn = Mathf.Sign(value); + real_t val = Mathf.Abs(value); val -= amount * step; - if (val < 0.0f) - val = 0.0f; + if (val < 0) + val = 0; return val * sgn; } - public static FuncRef Funcref(Object instance, string funcname) + public static FuncRef FuncRef(Object instance, string funcname) { var ret = new FuncRef(); ret.SetInstance(instance); @@ -49,9 +54,9 @@ namespace Godot return NativeCalls.godot_icall_Godot_instance_from_id(instanceId); } - public static double Linear2Db(double linear) + public static real_t Linear2Db(real_t linear) { - return Math.Log(linear) * 8.6858896380650365530225783783321; + return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321); } public static Resource Load(string path) @@ -69,22 +74,22 @@ namespace Godot Print(System.Environment.StackTrace); } - public static void Printerr(params object[] what) + public static void PrintErr(params object[] what) { NativeCalls.godot_icall_Godot_printerr(what); } - public static void Printraw(params object[] what) + public static void PrintRaw(params object[] what) { NativeCalls.godot_icall_Godot_printraw(what); } - public static void Prints(params object[] what) + public static void PrintS(params object[] what) { NativeCalls.godot_icall_Godot_prints(what); } - public static void Printt(params object[] what) + public static void PrintT(params object[] what) { NativeCalls.godot_icall_Godot_printt(what); } @@ -183,7 +188,7 @@ namespace Godot return NativeCalls.godot_icall_Godot_var2str(var); } - public static WeakRef Weakref(Object obj) + public static WeakRef WeakRef(Object obj) { return NativeCalls.godot_icall_Godot_weakref(Object.GetPtr(obj)); } diff --git a/modules/mono/glue/cs_files/VERSION.txt b/modules/mono/glue/cs_files/VERSION.txt index b8626c4cff..7ed6ff82de 100755 --- a/modules/mono/glue/cs_files/VERSION.txt +++ b/modules/mono/glue/cs_files/VERSION.txt @@ -1 +1 @@ -4 +5 diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 9a343ca0f0..72c3ed7425 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -62,7 +62,7 @@ void TileMap::_notification(int p_what) { pending_update = true; _recreate_quadrants(); - _update_dirty_quadrants(); + update_dirty_quadrants(); RID space = get_world_2d()->get_space(); _update_quadrant_transform(); _update_quadrant_space(space); @@ -245,7 +245,7 @@ void TileMap::_fix_cell_transform(Transform2D &xform, const Cell &p_cell, const xform.elements[2].y += offset.y; } -void TileMap::_update_dirty_quadrants() { +void TileMap::update_dirty_quadrants() { if (!pending_update) return; @@ -721,7 +721,7 @@ void TileMap::_make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool updat return; if (update) { - _update_dirty_quadrants(); + call_deferred("update_dirty_quadrants"); } } @@ -1026,7 +1026,7 @@ void TileMap::_recreate_quadrants() { Q->get().cells.insert(E->key()); _make_quadrant_dirty(Q, false); } - _update_dirty_quadrants(); + update_dirty_quadrants(); } void TileMap::_clear_quadrants() { @@ -1630,7 +1630,7 @@ void TileMap::_bind_methods() { ClassDB::bind_method(D_METHOD("_clear_quadrants"), &TileMap::_clear_quadrants); ClassDB::bind_method(D_METHOD("_recreate_quadrants"), &TileMap::_recreate_quadrants); - ClassDB::bind_method(D_METHOD("_update_dirty_quadrants"), &TileMap::_update_dirty_quadrants); + ClassDB::bind_method(D_METHOD("update_dirty_quadrants"), &TileMap::update_dirty_quadrants); ClassDB::bind_method(D_METHOD("update_bitmask_area", "position"), &TileMap::update_bitmask_area); ClassDB::bind_method(D_METHOD("update_bitmask_region", "start", "end"), &TileMap::update_bitmask_region, DEFVAL(Vector2()), DEFVAL(Vector2())); diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index 79d79ca59f..c8aceac17d 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -191,7 +191,6 @@ private: void _make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool update = true); void _recreate_quadrants(); void _clear_quadrants(); - void _update_dirty_quadrants(); void _update_quadrant_space(const RID &p_space); void _update_quadrant_transform(); void _recompute_rect_cache(); @@ -251,6 +250,8 @@ public: void update_cell_bitmask(int p_x, int p_y); void update_dirty_bitmask(); + void update_dirty_quadrants(); + void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; |