diff options
-rw-r--r-- | doc/classes/Object.xml | 9 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 179 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 4 | ||||
-rw-r--r-- | modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj | 1 | ||||
-rw-r--r-- | modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs | 86 | ||||
-rw-r--r-- | platform/osx/os_osx.h | 3 | ||||
-rw-r--r-- | platform/osx/os_osx.mm | 54 | ||||
-rw-r--r-- | scene/2d/collision_object_2d.cpp | 10 | ||||
-rw-r--r-- | scene/2d/collision_object_2d.h | 1 | ||||
-rw-r--r-- | scene/3d/gi_probe.cpp | 4 |
10 files changed, 154 insertions, 197 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 4b77197e29..5a09fe39c0 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -139,7 +139,7 @@ <argument index="4" name="flags" type="int" default="0"> </argument> <description> - Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. + Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost. Examples: @@ -148,6 +148,13 @@ connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal [/codeblock] + An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]: + [codeblock] + connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last + emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first + func _on_Player_hit(hit_by, level, weapon_type, damage): + print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) + [/codeblock] </description> </method> <method name="disconnect"> diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 2a220658a1..25dbbf3c90 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1547,158 +1547,157 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY #ifdef BASE_PASS - - // IBL precalculations - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - vec3 f0 = F0(metallic, specular, albedo); - vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); + { + // IBL precalculations + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); #ifdef AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); + ambient_light = vec3(0.0, 0.0, 0.0); #else #ifdef USE_RADIANCE_MAP - vec3 ref_vec = reflect(-eye_position, N); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); + vec3 ref_vec = reflect(-eye_position, N); + ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); - ref_vec.z *= -1.0; + ref_vec.z *= -1.0; - specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; + specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; #ifndef USE_LIGHTMAP - { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; - env_ambient *= 1.0 - F; + { + vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; + env_ambient *= 1.0 - F; - ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); - } + ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); + } #endif #else - ambient_light = ambient_color.rgb; - specular_light = bg_color.rgb * bg_energy; + ambient_light = ambient_color.rgb; + specular_light = bg_color.rgb * bg_energy; #endif #endif // AMBIENT_LIGHT_DISABLED - ambient_light *= ambient_energy; + ambient_light *= ambient_energy; #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - vec4 ambient_accum = vec4(0.0); - vec4 reflection_accum = vec4(0.0); + vec4 ambient_accum = vec4(0.0); + vec4 reflection_accum = vec4(0.0); #ifdef USE_REFLECTION_PROBE1 - reflection_process(reflection_probe1, + reflection_process(reflection_probe1, #ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, + refprobe1_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe1_ambient_normal, + refprobe1_ambient_normal, #endif - refprobe1_reflection_normal_blend.a, + refprobe1_reflection_normal_blend.a, #else - normal_interp, vertex_interp, refprobe1_local_matrix, - refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, + normal_interp, vertex_interp, refprobe1_local_matrix, + refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, #endif - refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE1 #ifdef USE_REFLECTION_PROBE2 - reflection_process(reflection_probe2, + reflection_process(reflection_probe2, #ifdef USE_VERTEX_LIGHTING - refprobe2_reflection_normal_blend.rgb, + refprobe2_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe2_ambient_normal, + refprobe2_ambient_normal, #endif - refprobe2_reflection_normal_blend.a, + refprobe2_reflection_normal_blend.a, #else - normal_interp, vertex_interp, refprobe2_local_matrix, - refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, + normal_interp, vertex_interp, refprobe2_local_matrix, + refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, #endif - refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE2 - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } #ifndef USE_LIGHTMAP - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } #endif #endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - // environment BRDF approximation - - { + // environment BRDF approximation + { #if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; #else - // scales the specular reflections, needs to be be computed before lighting happens, - // but after environment and reflection probes are added - //TODO: this curve is not really designed for gammaspace, should be adjusted - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * F + env.y; + // scales the specular reflections, needs to be be computed before lighting happens, + // but after environment and reflection probes are added + //TODO: this curve is not really designed for gammaspace, should be adjusted + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; + specular_light *= env.x * F + env.y; #endif - } + } #ifdef USE_LIGHTMAP - //ambient light will come entirely from lightmap is lightmap is used - ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; + //ambient light will come entirely from lightmap is lightmap is used + ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; #endif #ifdef USE_LIGHTMAP_CAPTURE - { - vec3 cone_dirs[12] = vec3[]( - vec3(0.0, 0.0, 1.0), - vec3(0.866025, 0.0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5), - vec3(0.0, 0.0, -1.0), - vec3(0.866025, 0.0, -0.5), - vec3(0.267617, 0.823639, -0.5), - vec3(-0.700629, 0.509037, -0.5), - vec3(-0.700629, -0.509037, -0.5), - vec3(0.267617, -0.823639, -0.5)); - - vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; - vec4 captured = vec4(0.0); - float sum = 0.0; - for (int i = 0; i < 12; i++) { - float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect - captured += lightmap_captures[i] * amount; - sum += amount; - } + { + vec3 cone_dirs[12] = vec3[]( + vec3(0.0, 0.0, 1.0), + vec3(0.866025, 0.0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5), + vec3(0.0, 0.0, -1.0), + vec3(0.866025, 0.0, -0.5), + vec3(0.267617, 0.823639, -0.5), + vec3(-0.700629, 0.509037, -0.5), + vec3(-0.700629, -0.509037, -0.5), + vec3(0.267617, -0.823639, -0.5)); + + vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; + vec4 captured = vec4(0.0); + float sum = 0.0; + for (int i = 0; i < 12; i++) { + float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect + captured += lightmap_captures[i] * amount; + sum += amount; + } - captured /= sum; + captured /= sum; - if (lightmap_capture_sky) { - ambient_light = mix(ambient_light, captured.rgb, captured.a); - } else { - ambient_light = captured.rgb; + if (lightmap_capture_sky) { + ambient_light = mix(ambient_light, captured.rgb, captured.a); + } else { + ambient_light = captured.rgb; + } } - } #endif - + } #endif //BASE PASS // diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 71a3a79eb3..ae53f54947 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1801,7 +1801,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { @@ -2068,7 +2068,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra shaders.cubemap_filter.bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, sky->radiance); - shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, lod - 1); //read from previous to ensure better blur + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, float(lod - 1)); //read from previous to ensure better blur shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size)); } diff --git a/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj b/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj index d0c78d095b..fb2cbabc8e 100644 --- a/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj +++ b/modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj @@ -30,6 +30,7 @@ <ConsolePause>false</ConsolePause> </PropertyGroup> <ItemGroup> + <Reference Include="Mono.Posix" /> <Reference Include="System" /> <Reference Include="GodotSharp"> <HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharp.dll</HintPath> diff --git a/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs b/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs index 21ee85f2a9..1a8c26acd7 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs @@ -5,6 +5,7 @@ using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using System.Runtime.CompilerServices; +using Mono.Unix.Native; namespace GodotTools.Utils { @@ -55,21 +56,23 @@ namespace GodotTools.Utils return name.Equals(GetPlatformName(), StringComparison.OrdinalIgnoreCase); } - public static bool IsWindows => IsOS(Names.Windows); - - public static bool IsOSX => IsOS(Names.OSX); - - public static bool IsX11 => IsOS(Names.X11); - - public static bool IsServer => IsOS(Names.Server); - - public static bool IsUWP => IsOS(Names.UWP); - - public static bool IsHaiku => IsOS(Names.Haiku); - - public static bool IsAndroid => IsOS(Names.Android); - - public static bool IsHTML5 => IsOS(Names.HTML5); + private static readonly Lazy<bool> _isWindows = new Lazy<bool>(() => IsOS(Names.Windows)); + private static readonly Lazy<bool> _isOSX = new Lazy<bool>(() => IsOS(Names.OSX)); + private static readonly Lazy<bool> _isX11 = new Lazy<bool>(() => IsOS(Names.X11)); + private static readonly Lazy<bool> _isServer = new Lazy<bool>(() => IsOS(Names.Server)); + private static readonly Lazy<bool> _isUWP = new Lazy<bool>(() => IsOS(Names.UWP)); + private static readonly Lazy<bool> _isHaiku = new Lazy<bool>(() => IsOS(Names.Haiku)); + private static readonly Lazy<bool> _isAndroid = new Lazy<bool>(() => IsOS(Names.Android)); + private static readonly Lazy<bool> _isHTML5 = new Lazy<bool>(() => IsOS(Names.HTML5)); + + public static bool IsWindows => _isWindows.Value; + public static bool IsOSX => _isOSX.Value; + public static bool IsX11 => _isX11.Value; + public static bool IsServer => _isServer.Value; + public static bool IsUWP => _isUWP.Value; + public static bool IsHaiku => _isHaiku.Value; + public static bool IsAndroid => _isAndroid.Value; + public static bool IsHTML5 => _isHTML5.Value; private static bool? _isUnixCache; private static readonly string[] UnixLikePlatforms = {Names.OSX, Names.X11, Names.Server, Names.Haiku, Names.Android}; @@ -88,7 +91,12 @@ namespace GodotTools.Utils public static string PathWhich(string name) { - string[] windowsExts = IsWindows ? Environment.GetEnvironmentVariable("PATHEXT")?.Split(PathSep) : null; + return IsWindows ? PathWhichWindows(name) : PathWhichUnix(name); + } + + private static string PathWhichWindows(string name) + { + string[] windowsExts = Environment.GetEnvironmentVariable("PATHEXT")?.Split(PathSep) ?? new string[] { }; string[] pathDirs = Environment.GetEnvironmentVariable("PATH")?.Split(PathSep); var searchDirs = new List<string>(); @@ -96,30 +104,34 @@ namespace GodotTools.Utils if (pathDirs != null) searchDirs.AddRange(pathDirs); + string nameExt = Path.GetExtension(name); + bool hasPathExt = string.IsNullOrEmpty(nameExt) || windowsExts.Contains(nameExt, StringComparer.OrdinalIgnoreCase); + searchDirs.Add(System.IO.Directory.GetCurrentDirectory()); // last in the list - foreach (var dir in searchDirs) - { - string path = Path.Combine(dir, name); - - if (IsWindows && windowsExts != null) - { - foreach (var extension in windowsExts) - { - string pathWithExtension = path + extension; - - if (File.Exists(pathWithExtension)) - return pathWithExtension; - } - } - else - { - if (File.Exists(path)) - return path; - } - } + if (hasPathExt) + return searchDirs.Select(dir => Path.Combine(dir, name)).FirstOrDefault(File.Exists); + + return (from dir in searchDirs + select Path.Combine(dir, name) + into path + from ext in windowsExts + select path + ext).FirstOrDefault(File.Exists); + } + + private static string PathWhichUnix(string name) + { + string[] pathDirs = Environment.GetEnvironmentVariable("PATH")?.Split(PathSep); + + var searchDirs = new List<string>(); + + if (pathDirs != null) + searchDirs.AddRange(pathDirs); + + searchDirs.Add(System.IO.Directory.GetCurrentDirectory()); // last in the list - return null; + return searchDirs.Select(dir => Path.Combine(dir, name)) + .FirstOrDefault(path => File.Exists(path) && Syscall.access(path, AccessModes.X_OK) == 0); } public static void RunProcess(string command, IEnumerable<string> arguments) diff --git a/platform/osx/os_osx.h b/platform/osx/os_osx.h index 09a871f26c..a61b9234d1 100644 --- a/platform/osx/os_osx.h +++ b/platform/osx/os_osx.h @@ -113,9 +113,6 @@ public: NSOpenGLContext *context; bool layered_window; - bool waiting_for_vsync; - NSCondition *vsync_condition; - CVDisplayLinkRef displayLink; CursorShape cursor_shape; NSCursor *cursors[CURSOR_MAX]; diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm index ba3ac9862e..e5166d102b 100644 --- a/platform/osx/os_osx.mm +++ b/platform/osx/os_osx.mm @@ -115,21 +115,6 @@ static Vector2 get_mouse_pos(NSPoint locationInWindow, CGFloat backingScaleFacto return Vector2(mouse_x, mouse_y); } -// DisplayLinkCallback is called from our DisplayLink OS thread informing us right before -// a screen update is required. We can use it to work around the broken vsync. -static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *now, const CVTimeStamp *outputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext) { - OS_OSX *os = (OS_OSX *)displayLinkContext; - - // Set flag so we know we can output our next frame and signal our conditional lock - // if we're not doing vsync this will be ignored - [os->vsync_condition lock]; - os->waiting_for_vsync = false; - [os->vsync_condition signal]; - [os->vsync_condition unlock]; - - return kCVReturnSuccess; -} - @interface GodotApplication : NSApplication @end @@ -1581,15 +1566,6 @@ Error OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_a [context makeCurrentContext]; - // setup our display link, this will inform us when a refresh is needed - CVDisplayLinkCreateWithActiveCGDisplays(&displayLink); - CVDisplayLinkSetOutputCallback(displayLink, &DisplayLinkCallback, this); - CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, context.CGLContextObj, pixelFormat.CGLPixelFormatObj); - CVDisplayLinkStart(displayLink); - - // initialise a conditional lock object - vsync_condition = [[NSCondition alloc] init]; - set_use_vsync(p_desired.use_vsync); [NSApp activateIgnoringOtherApps:YES]; @@ -1682,11 +1658,6 @@ void OS_OSX::finalize() { midi_driver.close(); #endif - if (displayLink) { - CVDisplayLinkRelease(displayLink); - } - [vsync_condition release]; - CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL); CGDisplayRemoveReconfigurationCallback(displays_arrangement_changed, NULL); @@ -2258,18 +2229,6 @@ String OS_OSX::get_locale() const { } void OS_OSX::swap_buffers() { - if (is_vsync_enabled()) { - // Wait until our DisplayLink callback unsets our flag... - [vsync_condition lock]; - while (waiting_for_vsync) - [vsync_condition wait]; - - // Make sure we wait again next frame around - waiting_for_vsync = true; - - [vsync_condition unlock]; - } - [context flushBuffer]; } @@ -3009,20 +2968,11 @@ Error OS_OSX::move_to_trash(const String &p_path) { } void OS_OSX::_set_use_vsync(bool p_enable) { - // CGLCPSwapInterval broke in OSX 10.14 and it seems Apple is not interested in fixing - // it as OpenGL is now deprecated and Metal solves this differently. - // Following SDLs example we're working around this using DisplayLink - // When vsync is enabled we set a flag "waiting_for_vsync" to true. - // This flag is set to false when DisplayLink informs us our display is about to refresh. - - /* CGLContextObj ctx = CGLGetCurrentContext(); + CGLContextObj ctx = CGLGetCurrentContext(); if (ctx) { GLint swapInterval = p_enable ? 1 : 0; CGLSetParameter(ctx, kCGLCPSwapInterval, &swapInterval); - }*/ - - ///TODO Maybe pause/unpause display link? - waiting_for_vsync = p_enable; + } } OS_OSX *OS_OSX::singleton = NULL; diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp index 228b67990c..9f79691405 100644 --- a/scene/2d/collision_object_2d.cpp +++ b/scene/2d/collision_object_2d.cpp @@ -46,8 +46,6 @@ void CollisionObject2D::_notification(int p_what) { else Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform); - last_transform = global_transform; - RID space = get_world_2d()->get_space(); if (area) { Physics2DServer::get_singleton()->area_set_space(rid, space); @@ -73,19 +71,17 @@ void CollisionObject2D::_notification(int p_what) { } break; case NOTIFICATION_TRANSFORM_CHANGED: { - Transform2D global_transform = get_global_transform(); - - if (only_update_transform_changes && global_transform == last_transform) { + if (only_update_transform_changes) { return; } + Transform2D global_transform = get_global_transform(); + if (area) Physics2DServer::get_singleton()->area_set_transform(rid, global_transform); else Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform); - last_transform = global_transform; - } break; case NOTIFICATION_EXIT_TREE: { diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index 4e7d01c8e6..0a9d33b8a6 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -67,7 +67,6 @@ class CollisionObject2D : public Node2D { int total_subshapes; Map<uint32_t, ShapeData> shapes; - Transform2D last_transform; bool only_update_transform_changes; //this is used for sync physics in KinematicBody protected: diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp index ccc87b924c..ce7bb25665 100644 --- a/scene/3d/gi_probe.cpp +++ b/scene/3d/gi_probe.cpp @@ -386,11 +386,7 @@ void GIProbe::_find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes) { } for (int i = 0; i < p_at_node->get_child_count(); i++) { - Node *child = p_at_node->get_child(i); - if (!child->get_owner()) - continue; //maybe a helper - _find_meshes(child, plot_meshes); } } |