diff options
-rw-r--r-- | editor/quick_open.cpp | 6 | ||||
-rw-r--r-- | modules/enet/doc_classes/ENetConnection.xml | 1 | ||||
-rw-r--r-- | scene/2d/tile_map.cpp | 12 | ||||
-rw-r--r-- | scene/resources/syntax_highlighter.cpp | 4 |
4 files changed, 14 insertions, 9 deletions
diff --git a/editor/quick_open.cpp b/editor/quick_open.cpp index f835245328..fc3abbb87e 100644 --- a/editor/quick_open.cpp +++ b/editor/quick_open.cpp @@ -130,12 +130,6 @@ float EditorQuickOpen::_score_path(const String &p_search, const String &p_path) return score * (1.0f - 0.1f * (float(pos) / file.length())); } - // Positive bias for matches close to the end of the path. - pos = p_path.rfindn(p_search); - if (pos != -1) { - return 1.1f + 0.09 / (p_path.length() - pos + 1); - } - // Similarity return p_path.to_lower().similarity(p_search.to_lower()); } diff --git a/modules/enet/doc_classes/ENetConnection.xml b/modules/enet/doc_classes/ENetConnection.xml index 01ac64f74c..00469ab44c 100644 --- a/modules/enet/doc_classes/ENetConnection.xml +++ b/modules/enet/doc_classes/ENetConnection.xml @@ -40,6 +40,7 @@ <description> Sets the compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all. [b]Note:[/b] Most games' network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets. + [b]Note:[/b] The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server. </description> </method> <method name="connect_to_host"> diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 12aa1afc45..13f1d258a8 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -1051,9 +1051,13 @@ void TileMap::_physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r Vector2 quadrant_pos = map_to_world(q.coords * get_effective_quadrant_size(q.layer)); + LocalVector<int> body_shape_count; + body_shape_count.resize(q.bodies.size()); + // Clear shapes. for (int body_index = 0; body_index < q.bodies.size(); body_index++) { ps->body_clear_shapes(q.bodies[body_index]); + body_shape_count[body_index] = 0; // Position the bodies. Transform2D xform; @@ -1078,6 +1082,8 @@ void TileMap::_physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r TileData *tile_data = Object::cast_to<TileData>(atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile)); for (int body_index = 0; body_index < q.bodies.size(); body_index++) { + int &body_shape_index = body_shape_count[body_index]; + // Add the shapes again. for (int polygon_index = 0; polygon_index < tile_data->get_collision_polygons_count(body_index); polygon_index++) { bool one_way_collision = tile_data->is_collision_polygon_one_way(body_index, polygon_index); @@ -1091,8 +1097,10 @@ void TileMap::_physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r // Add decomposed convex shapes. Ref<ConvexPolygonShape2D> shape = tile_data->get_collision_polygon_shape(body_index, polygon_index, shape_index); ps->body_add_shape(q.bodies[body_index], shape->get_rid(), xform); - ps->body_set_shape_metadata(q.bodies[body_index], shape_index, E_cell->get()); - ps->body_set_shape_as_one_way_collision(q.bodies[body_index], shape_index, one_way_collision, one_way_collision_margin); + ps->body_set_shape_metadata(q.bodies[body_index], body_shape_index, E_cell->get()); + ps->body_set_shape_as_one_way_collision(q.bodies[body_index], body_shape_index, one_way_collision, one_way_collision_margin); + + ++body_shape_index; } } } diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp index e1c5ebb005..52a3abf74d 100644 --- a/scene/resources/syntax_highlighter.cpp +++ b/scene/resources/syntax_highlighter.cpp @@ -43,7 +43,9 @@ Dictionary SyntaxHighlighter::get_line_syntax_highlighting(int p_line) { return color_map; } - GDVIRTUAL_CALL(_get_line_syntax_highlighting, p_line, color_map); + if (!GDVIRTUAL_CALL(_get_line_syntax_highlighting, p_line, color_map)) { + color_map = _get_line_syntax_highlighting_impl(p_line); + } highlighting_cache[p_line] = color_map; return color_map; |