diff options
-rw-r--r-- | doc/classes/KinematicBody.xml | 2 | ||||
-rw-r--r-- | doc/classes/KinematicBody2D.xml | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 14 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 7 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 6 | ||||
-rw-r--r-- | editor/editor_fonts.cpp | 2 | ||||
-rw-r--r-- | scene/3d/skeleton.cpp | 2 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 39 | ||||
-rw-r--r-- | scene/main/viewport.h | 2 | ||||
-rw-r--r-- | scene/resources/animation.cpp | 2 |
11 files changed, 67 insertions, 13 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index ad41f48ddd..a4fade6ab2 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -89,7 +89,7 @@ </argument> <description> Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. - [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method. + [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. [i]TODO: Update for new stop_on_slode argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 986010f832..b94304b9a8 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -89,7 +89,7 @@ </argument> <description> Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. - [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method. + [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. [i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index e6ec6fb4fd..047eaaf0ac 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -317,9 +317,17 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); - - glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); + if (storage->config.support_32_bits_indices) { //should check for + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); + } else { + uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count); + for (int i = 0; i < p_index_count; i++) { + index16[i] = uint16_t(p_indices[i]); + } + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16); + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0); + } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index af698f3988..0622a353df 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -4658,6 +4658,13 @@ void RasterizerStorageGLES2::initialize() { #else config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg")); #endif + +#ifdef GLES_OVER_GL + config.support_32_bits_indices = true; +#else + config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint"); +#endif + frame.count = 0; frame.delta = 0; frame.current_rt = NULL; diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index 6f3ea25cc9..ae14aaa9c0 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -78,6 +78,8 @@ public: bool force_vertex_shading; bool use_rgba_2d_shadows; + + bool support_32_bits_indices; } config; struct Resources { diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index d1d063ad5b..d53b27eb88 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2680,8 +2680,10 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr // Drop -O3 for this function as it triggers a GCC bug up until at least GCC 8.2.1. // This refers to GH issue #19633. // The bug has been reported to the GCC project. +#if defined(__GNUC__) && !defined(__clang__) #pragma GCC push_options -#pragma GCC optimize ("-O2") +#pragma GCC optimize("-O2") +#endif void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) { LightInstance *li = directional_lights[p_index]; @@ -2799,7 +2801,9 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo); } +#if defined(__GNUC__) && !defined(__clang__) #pragma GCC pop_options +#endif void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) { diff --git a/editor/editor_fonts.cpp b/editor/editor_fonts.cpp index d0e7cda6b6..fa4172cded 100644 --- a/editor/editor_fonts.cpp +++ b/editor/editor_fonts.cpp @@ -242,6 +242,6 @@ void editor_register_fonts(Ref<Theme> p_theme) { MAKE_SOURCE_FONT(df_output_code, int(EDITOR_DEF("run/output/font_size", 13)) * EDSCALE); p_theme->set_font("output_source", "EditorFonts", df_output_code); - MAKE_SOURCE_FONT(df_text_editor_status_code, 14 * EDSCALE); + MAKE_SOURCE_FONT(df_text_editor_status_code, default_font_size); p_theme->set_font("status_source", "EditorFonts", df_text_editor_status_code); } diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index 0db2250a3a..8caf4e8e39 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -320,7 +320,7 @@ void Skeleton::_notification(int p_what) { } b.transform_final = b.pose_global * b.rest_global_inverse; - vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse)); + vs->skeleton_bone_set_transform(skeleton, order[i], global_transform * (b.transform_final * global_transform_inverse)); for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 0633d194f7..8df007dcc7 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -1533,6 +1533,35 @@ void Viewport::_gui_call_input(Control *p_control, const Ref<InputEvent> &p_inpu //_unblock(); } +void Viewport::_gui_call_notification(Control *p_control, int p_what) { + + CanvasItem *ci = p_control; + while (ci) { + + Control *control = Object::cast_to<Control>(ci); + if (control) { + + if (control->data.mouse_filter != Control::MOUSE_FILTER_IGNORE) { + control->notification(p_what); + } + + if (!control->is_inside_tree()) + break; + + if (!control->is_inside_tree() || control->is_set_as_toplevel()) + break; + if (control->data.mouse_filter == Control::MOUSE_FILTER_STOP) + break; + } + + if (ci->is_set_as_toplevel()) + break; + + ci = ci->get_parent_item(); + } + + //_unblock(); +} Control *Viewport::_gui_find_control(const Point2 &p_global) { _gui_prepare_subwindows(); @@ -1975,13 +2004,15 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { if (over != gui.mouse_over) { - if (gui.mouse_over) - gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT); + if (gui.mouse_over) { + _gui_call_notification(gui.mouse_over, Control::NOTIFICATION_MOUSE_EXIT); + } _gui_cancel_tooltip(); - if (over) - over->notification(Control::NOTIFICATION_MOUSE_ENTER); + if (over) { + _gui_call_notification(over, Control::NOTIFICATION_MOUSE_ENTER); + } } gui.mouse_over = over; diff --git a/scene/main/viewport.h b/scene/main/viewport.h index 0565fd3d18..cdb9d4afb5 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -305,6 +305,8 @@ private: bool disable_input; void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input); + void _gui_call_notification(Control *p_control, int p_what); + void _gui_prepare_subwindows(); void _gui_sort_subwindows(); void _gui_sort_roots(); diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index 383f3f5d4e..3156e12c50 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -1815,7 +1815,7 @@ Variant Animation::value_track_interpolate(int p_track, float p_time) const { bool ok = false; - Variant res = _interpolate(vt->values, p_time, vt->update_mode == UPDATE_CONTINUOUS ? vt->interpolation : INTERPOLATION_NEAREST, vt->loop_wrap, &ok); + Variant res = _interpolate(vt->values, p_time, (vt->update_mode == UPDATE_CONTINUOUS || vt->update_mode == UPDATE_CAPTURE) ? vt->interpolation : INTERPOLATION_NEAREST, vt->loop_wrap, &ok); if (ok) { |