summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--editor/editor_node.cpp51
-rw-r--r--editor/editor_node.h9
-rw-r--r--editor/editor_settings.cpp5
-rw-r--r--modules/gdscript/gd_compiler.cpp2
-rw-r--r--scene/2d/screen_button.cpp23
-rw-r--r--scene/2d/screen_button.h1
-rw-r--r--scene/gui/dialogs.cpp14
-rw-r--r--scene/main/node.cpp7
-rw-r--r--scene/resources/packed_scene.cpp25
-rw-r--r--scene/resources/packed_scene.h2
-rw-r--r--scene/resources/shader_graph.cpp2
-rw-r--r--servers/visual/shader_types.cpp4
14 files changed, 130 insertions, 20 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 9c4eecfa1f..d3936801dd 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4519,8 +4519,8 @@ void RasterizerSceneGLES3::initialize() {
glGenTextures(1, &directional_shadow.depth);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 12934a82e7..48ca86ebe2 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -624,6 +624,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions[VS::SHADER_CANVAS_ITEM].renames["POSITION"] = "(gl_FragCoord.xy)";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 00df0f337d..6a2222345a 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -925,6 +925,11 @@ void EditorNode::_save_scene(String p_file, int idx) {
return;
}
+ // force creation of node path cache
+ // (hacky but needed for the tree to update properly)
+ Node *dummy_scene = sdata->instance(PackedScene::GEN_EDIT_STATE_INSTANCE);
+ memdelete(dummy_scene);
+
int flg = 0;
if (EditorSettings::get_singleton()->get("filesystem/on_save/compress_binary_resources"))
flg |= ResourceSaver::FLAG_COMPRESS;
@@ -4716,6 +4721,44 @@ void EditorNode::_open_imported() {
load_scene(open_import_request, true, false, true, true);
}
+void EditorNode::dim_editor(bool p_dimming) {
+ static int dim_count = 0;
+ bool dim_ui = EditorSettings::get_singleton()->get("interface/dim_editor_on_dialog_popup");
+ if (p_dimming) {
+ if (dim_ui && dim_count == 0)
+ _start_dimming(true);
+ dim_count++;
+ } else {
+ dim_count--;
+ if (dim_count < 1)
+ _start_dimming(false);
+ }
+}
+
+void EditorNode::_start_dimming(bool p_dimming) {
+ _dimming = p_dimming;
+ _dim_time = 0.0f;
+ _dim_timer->start();
+}
+
+void EditorNode::_dim_timeout() {
+
+ _dim_time += _dim_timer->get_wait_time();
+ float wait_time = EditorSettings::get_singleton()->get("interface/dim_transition_time");
+
+ float c = 1.0f - (float)EditorSettings::get_singleton()->get("interface/dim_amount");
+
+ Color base = _dimming ? Color(1, 1, 1) : Color(c, c, c);
+ Color final = _dimming ? Color(c, c, c) : Color(1, 1, 1);
+
+ if (_dim_time + _dim_timer->get_wait_time() >= wait_time) {
+ gui_base->set_modulate(final);
+ _dim_timer->stop();
+ } else {
+ gui_base->set_modulate(base.linear_interpolate(final, _dim_time / wait_time));
+ }
+}
+
void EditorNode::_bind_methods() {
ClassDB::bind_method("_menu_option", &EditorNode::_menu_option);
@@ -4792,6 +4835,7 @@ void EditorNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_open_imported"), &EditorNode::_open_imported);
ClassDB::bind_method(D_METHOD("_inherit_imported"), &EditorNode::_inherit_imported);
+ ClassDB::bind_method(D_METHOD("_dim_timeout"), &EditorNode::_dim_timeout);
ADD_SIGNAL(MethodInfo("play_pressed"));
ADD_SIGNAL(MethodInfo("pause_pressed"));
@@ -6102,6 +6146,13 @@ EditorNode::EditorNode() {
FileAccess::set_file_close_fail_notify_callback(_file_access_close_error_notify);
waiting_for_first_scan = true;
+
+ _dimming = false;
+ _dim_time = 0.0f;
+ _dim_timer = memnew(Timer);
+ _dim_timer->set_wait_time(0.01666f);
+ _dim_timer->connect("timeout", this, "_dim_timeout");
+ add_child(_dim_timer);
}
EditorNode::~EditorNode() {
diff --git a/editor/editor_node.h b/editor/editor_node.h
index cb165bdf21..ef8ae34475 100644
--- a/editor/editor_node.h
+++ b/editor/editor_node.h
@@ -598,6 +598,13 @@ private:
void _tool_menu_insert_item(const ToolMenuItem &p_item);
void _rebuild_tool_menu() const;
+ bool _dimming;
+ float _dim_time;
+ Timer *_dim_timer;
+
+ void _start_dimming(bool p_dimming);
+ void _dim_timeout();
+
protected:
void _notification(int p_what);
static void _bind_methods();
@@ -753,6 +760,8 @@ public:
void add_tool_submenu_item(const String &p_name, PopupMenu *p_submenu);
void remove_tool_menu_item(const String &p_name);
+ void dim_editor(bool p_dimming);
+
EditorNode();
~EditorNode();
void get_singleton(const char *arg1, bool arg2);
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index 8794a34f62..9e5021af6e 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -502,6 +502,11 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
hints["interface/custom_font"] = PropertyInfo(Variant::STRING, "interface/custom_font", PROPERTY_HINT_GLOBAL_FILE, "*.fnt", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
set("interface/custom_theme", "");
hints["interface/custom_theme"] = PropertyInfo(Variant::STRING, "interface/custom_theme", PROPERTY_HINT_GLOBAL_FILE, "*.res,*.tres,*.theme", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
+ set("interface/dim_editor_on_dialog_popup", true);
+ set("interface/dim_amount", 0.6f);
+ hints["interface/dim_amount"] = PropertyInfo(Variant::REAL, "interface/dim_amount", PROPERTY_HINT_RANGE, "0,1,0.01", PROPERTY_USAGE_DEFAULT);
+ set("interface/dim_transition_time", 0.11f);
+ hints["interface/dim_transition_time"] = PropertyInfo(Variant::REAL, "interface/dim_transition_time", PROPERTY_HINT_RANGE, "0,1,0.001", PROPERTY_USAGE_DEFAULT);
set("filesystem/directories/autoscan_project_path", "");
hints["filesystem/directories/autoscan_project_path"] = PropertyInfo(Variant::STRING, "filesystem/directories/autoscan_project_path", PROPERTY_HINT_GLOBAL_DIR);
diff --git a/modules/gdscript/gd_compiler.cpp b/modules/gdscript/gd_compiler.cpp
index 9591740438..3f8c710674 100644
--- a/modules/gdscript/gd_compiler.cpp
+++ b/modules/gdscript/gd_compiler.cpp
@@ -1310,6 +1310,7 @@ Error GDCompiler::_parse_block(CodeGen &codegen, const GDParser::BlockNode *p_bl
}
} break;
case GDParser::Node::TYPE_ASSERT: {
+#ifdef DEBUG_ENABLED
// try subblocks
const GDParser::AssertNode *as = static_cast<const GDParser::AssertNode *>(s);
@@ -1320,6 +1321,7 @@ Error GDCompiler::_parse_block(CodeGen &codegen, const GDParser::BlockNode *p_bl
codegen.opcodes.push_back(GDFunction::OPCODE_ASSERT);
codegen.opcodes.push_back(ret);
+#endif
} break;
case GDParser::Node::TYPE_BREAKPOINT: {
#ifdef DEBUG_ENABLED
diff --git a/scene/2d/screen_button.cpp b/scene/2d/screen_button.cpp
index 9b9fa6cfa8..db822ed306 100644
--- a/scene/2d/screen_button.cpp
+++ b/scene/2d/screen_button.cpp
@@ -135,7 +135,7 @@ void TouchScreenButton::_notification(int p_what) {
update();
if (!get_tree()->is_editor_hint())
- set_process_input(true);
+ set_process_input(is_visible_in_tree());
if (action.operator String() != "" && InputMap::get_singleton()->has_action(action)) {
action_id = InputMap::get_singleton()->get_action_id(action);
@@ -147,10 +147,21 @@ void TouchScreenButton::_notification(int p_what) {
if (is_pressed())
_release(true);
} break;
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+ if (get_tree()->is_editor_hint())
+ break;
+ if (is_visible_in_tree()) {
+ set_process_input(true);
+ } else {
+ set_process_input(false);
+ if (is_pressed())
+ _release();
+ }
+ } break;
case NOTIFICATION_PAUSED: {
- // So the button can be pressed again even though the release gets unhandled because of coming during pause
- allow_repress = true;
- }
+ if (is_pressed())
+ _release();
+ } break;
}
}
@@ -230,7 +241,7 @@ void TouchScreenButton::_input(const InputEvent &p_event) {
if (!is_visible_in_tree())
return;
- const bool can_press = finger_pressed == -1 || allow_repress;
+ const bool can_press = finger_pressed == -1;
if (!can_press)
return; //already fingering
@@ -276,7 +287,6 @@ void TouchScreenButton::_input(const InputEvent &p_event) {
void TouchScreenButton::_press(int p_finger_pressed) {
finger_pressed = p_finger_pressed;
- allow_repress = false;
if (action_id != -1) {
@@ -394,7 +404,6 @@ void TouchScreenButton::_bind_methods() {
TouchScreenButton::TouchScreenButton() {
finger_pressed = -1;
- allow_repress = false;
action_id = -1;
passby_press = false;
visibility = VISIBILITY_ALWAYS;
diff --git a/scene/2d/screen_button.h b/scene/2d/screen_button.h
index d648920b21..201d908bf6 100644
--- a/scene/2d/screen_button.h
+++ b/scene/2d/screen_button.h
@@ -56,7 +56,6 @@ private:
StringName action;
bool passby_press;
int finger_pressed;
- bool allow_repress;
int action_id;
VisibilityMode visibility;
diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp
index d081eda86d..a58e62f061 100644
--- a/scene/gui/dialogs.cpp
+++ b/scene/gui/dialogs.cpp
@@ -31,6 +31,10 @@
#include "print_string.h"
#include "translation.h"
+#ifdef TOOLS_ENABLED
+#include "editor/editor_node.h"
+#endif
+
void WindowDialog::_post_popup() {
drag_type = DRAG_NONE; // just in case
@@ -199,6 +203,16 @@ void WindowDialog::_notification(int p_what) {
set_default_cursor_shape(CURSOR_ARROW);
}
} break;
+#ifdef TOOLS_ENABLED
+ case NOTIFICATION_POST_POPUP: {
+ if (get_tree() && get_tree()->is_editor_hint() && EditorNode::get_singleton())
+ EditorNode::get_singleton()->dim_editor(true);
+ } break;
+ case NOTIFICATION_POPUP_HIDE: {
+ if (get_tree() && get_tree()->is_editor_hint() && EditorNode::get_singleton())
+ EditorNode::get_singleton()->dim_editor(false);
+ } break;
+#endif
}
}
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 864e26a651..0245944154 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -2498,8 +2498,11 @@ void Node::_replace_connections_target(Node *p_new_target) {
Connection &c = E->get();
- c.source->disconnect(c.signal, this, c.method);
- c.source->connect(c.signal, p_new_target, c.method, c.binds, c.flags);
+ if (c.flags & CONNECT_PERSIST) {
+ c.source->disconnect(c.signal, this, c.method);
+ ERR_CONTINUE(!p_new_target->has_method(c.method));
+ c.source->connect(c.signal, p_new_target, c.method, c.binds, c.flags);
+ }
}
}
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 0c2f07aa4a..e46d9db7bc 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -995,12 +995,12 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
if (_get_base_scene_state().is_valid()) {
int idx = _get_base_scene_state()->find_node_by_path(p_node);
if (idx >= 0) {
- if (!base_scene_node_remap.has(idx)) {
- int ridx = nodes.size() + base_scene_node_remap.size();
- base_scene_node_remap[ridx] = idx;
+ int rkey = _find_base_scene_node_remap_key(idx);
+ if (rkey == -1) {
+ rkey = nodes.size() + base_scene_node_remap.size();
+ base_scene_node_remap[rkey] = idx;
}
-
- return base_scene_node_remap[idx];
+ return rkey;
}
}
return -1;
@@ -1013,11 +1013,24 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
//the node in the instanced scene, as a property may be missing
//from the local one
int idx = _get_base_scene_state()->find_node_by_path(p_node);
- base_scene_node_remap[nid] = idx;
+ if (idx != -1) {
+ base_scene_node_remap[nid] = idx;
+ }
}
return nid;
}
+
+int SceneState::_find_base_scene_node_remap_key(int p_idx) const {
+
+ for (Map<int, int>::Element *E = base_scene_node_remap.front(); E; E = E->next()) {
+ if (E->value() == p_idx) {
+ return E->key();
+ }
+ }
+ return -1;
+}
+
Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {
found = false;
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index 5fa54413a8..b0e89205cb 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -100,6 +100,8 @@ class SceneState : public Reference {
PoolVector<String> _get_node_groups(int p_idx) const;
+ int _find_base_scene_node_remap_key(int p_idx) const;
+
protected:
static void _bind_methods();
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index 49e987727d..28b8490cb4 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -1469,6 +1469,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN},
//canvas item fragment out
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
@@ -1489,6 +1490,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN},
//canvas item light out
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index cd9afa7735..c5e31b235a 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -138,7 +138,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
@@ -150,7 +150,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4;