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-rw-r--r--editor/editor_node.cpp2
-rw-r--r--editor/editor_run.cpp2
-rw-r--r--modules/gdscript/editor/gdscript_highlighter.cpp52
-rw-r--r--scene/gui/popup_menu.cpp11
-rw-r--r--scene/gui/popup_menu.h2
-rw-r--r--scene/resources/fog_material.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl28
8 files changed, 60 insertions, 45 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 28768b7f34..284c3612ce 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -6957,6 +6957,8 @@ EditorNode::EditorNode() {
play_custom_scene_button->connect("pressed", callable_mp(this, &EditorNode::_menu_option).bind(RUN_PLAY_CUSTOM_SCENE));
play_custom_scene_button->set_tooltip_text(TTR("Run a specific scene."));
+ _reset_play_buttons();
+
ED_SHORTCUT_AND_COMMAND("editor/run_specific_scene", TTR("Run Specific Scene"), KeyModifierMask::META | KeyModifierMask::SHIFT | Key::F5);
ED_SHORTCUT_OVERRIDE("editor/run_specific_scene", "macos", KeyModifierMask::META | KeyModifierMask::SHIFT | Key::R);
play_custom_scene_button->set_shortcut(ED_GET_SHORTCUT("editor/run_specific_scene"));
diff --git a/editor/editor_run.cpp b/editor/editor_run.cpp
index b909129b18..26dac8a675 100644
--- a/editor/editor_run.cpp
+++ b/editor/editor_run.cpp
@@ -260,7 +260,7 @@ Error EditorRun::run(const String &p_scene, const String &p_write_movie) {
// Pass the debugger stop shortcut to the running instance(s).
String shortcut;
- VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop"), shortcut);
+ VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop_running_project"), shortcut);
OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
printf("Running: %s", exec.utf8().get_data());
diff --git a/modules/gdscript/editor/gdscript_highlighter.cpp b/modules/gdscript/editor/gdscript_highlighter.cpp
index afb59b486c..e0deea1106 100644
--- a/modules/gdscript/editor/gdscript_highlighter.cpp
+++ b/modules/gdscript/editor/gdscript_highlighter.cpp
@@ -39,10 +39,10 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
Type next_type = NONE;
Type current_type = NONE;
- Type previous_type = NONE;
+ Type prev_type = NONE;
- String previous_text = "";
- int previous_column = 0;
+ String prev_text = "";
+ int prev_column = 0;
bool prev_is_char = false;
bool prev_is_digit = false;
@@ -224,9 +224,9 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
}
}
- previous_type = REGION;
- previous_text = "";
- previous_column = j;
+ prev_type = REGION;
+ prev_text = "";
+ prev_column = j;
j = from + (end_key_length - 1);
if (region_end_index == -1) {
color_region_cache[p_line] = in_region;
@@ -243,17 +243,15 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
// A bit of a hack, but couldn't come up with anything better.
if (j > 0 && (str[j] == '&' || str[j] == '^' || str[j] == '%' || str[j] == '+' || str[j] == '-' || str[j] == '~' || str[j] == '.')) {
- if (!keywords.has(previous_text)) {
- if (previous_text == "PI" || previous_text == "TAU" || previous_text == "INF" || previous_text == "NAN") {
+ if (prev_text == "true" || prev_text == "false" || prev_text == "self" || prev_text == "null" || prev_text == "PI" || prev_text == "TAU" || prev_text == "INF" || prev_text == "NAN") {
+ is_binary_op = true;
+ } else if (!keywords.has(prev_text)) {
+ int k = j - 1;
+ while (k > 0 && is_whitespace(str[k])) {
+ k--;
+ }
+ if (!is_symbol(str[k]) || str[k] == '"' || str[k] == '\'' || str[k] == ')' || str[k] == ']' || str[k] == '}') {
is_binary_op = true;
- } else {
- int k = j - 1;
- while (k > 0 && is_whitespace(str[k])) {
- k--;
- }
- if (!is_symbol(str[k]) || str[k] == '"' || str[k] == '\'' || str[k] == ')' || str[k] == ']' || str[k] == '}') {
- is_binary_op = true;
- }
}
}
}
@@ -355,7 +353,7 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
}
if (!in_function_name && in_word && !in_keyword) {
- if (previous_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::SIGNAL)) {
+ if (prev_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::SIGNAL)) {
in_signal_declaration = true;
} else {
int k = j;
@@ -370,12 +368,12 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
if (str[k] == '(') {
in_function_name = true;
- } else if (previous_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::VAR)) {
+ } else if (prev_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::VAR)) {
in_variable_declaration = true;
}
// Check for lambda.
- if (in_function_name && previous_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::FUNC)) {
+ if (in_function_name && prev_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::FUNC)) {
k = j - 1;
while (k > 0 && is_whitespace(str[k])) {
k--;
@@ -491,7 +489,7 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
} else if (in_function_name) {
next_type = FUNCTION;
- if (!in_lambda && previous_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::FUNC)) {
+ if (!in_lambda && prev_text == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::FUNC)) {
color = function_definition_color;
} else {
color = function_color;
@@ -513,20 +511,20 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
if (current_type == NONE) {
current_type = next_type;
} else {
- previous_type = current_type;
+ prev_type = current_type;
current_type = next_type;
// no need to store regions...
- if (previous_type == REGION) {
- previous_text = "";
- previous_column = j;
+ if (prev_type == REGION) {
+ prev_text = "";
+ prev_column = j;
} else {
- String text = str.substr(previous_column, j - previous_column).strip_edges();
- previous_column = j;
+ String text = str.substr(prev_column, j - prev_column).strip_edges();
+ prev_column = j;
// ignore if just whitespace
if (!text.is_empty()) {
- previous_text = text;
+ prev_text = text;
}
}
}
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index d4a4efd578..10e13042a7 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -1762,7 +1762,7 @@ void PopupMenu::clear() {
void PopupMenu::_ref_shortcut(Ref<Shortcut> p_sc) {
if (!shortcut_refcount.has(p_sc)) {
shortcut_refcount[p_sc] = 1;
- p_sc->connect("changed", callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
+ p_sc->connect("changed", callable_mp(this, &PopupMenu::_shortcut_changed));
} else {
shortcut_refcount[p_sc] += 1;
}
@@ -1772,11 +1772,18 @@ void PopupMenu::_unref_shortcut(Ref<Shortcut> p_sc) {
ERR_FAIL_COND(!shortcut_refcount.has(p_sc));
shortcut_refcount[p_sc]--;
if (shortcut_refcount[p_sc] == 0) {
- p_sc->disconnect("changed", callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
+ p_sc->disconnect("changed", callable_mp(this, &PopupMenu::_shortcut_changed));
shortcut_refcount.erase(p_sc);
}
}
+void PopupMenu::_shortcut_changed() {
+ for (int i = 0; i < items.size(); i++) {
+ items.write[i].dirty = true;
+ }
+ control->queue_redraw();
+}
+
// Hide on item selection determines whether or not the popup will close after item selection
void PopupMenu::set_hide_on_item_selection(bool p_enabled) {
hide_on_item_selection = p_enabled;
diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h
index ad7909842e..89d3904456 100644
--- a/scene/gui/popup_menu.h
+++ b/scene/gui/popup_menu.h
@@ -121,6 +121,8 @@ class PopupMenu : public Popup {
void _ref_shortcut(Ref<Shortcut> p_sc);
void _unref_shortcut(Ref<Shortcut> p_sc);
+ void _shortcut_changed();
+
bool allow_search = true;
uint64_t search_time_msec = 0;
String search_string = "";
diff --git a/scene/resources/fog_material.cpp b/scene/resources/fog_material.cpp
index 0395ed0346..46b44d681f 100644
--- a/scene/resources/fog_material.cpp
+++ b/scene/resources/fog_material.cpp
@@ -122,7 +122,7 @@ void FogMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_density_texture", "density_texture"), &FogMaterial::set_density_texture);
ClassDB::bind_method(D_METHOD("get_density_texture"), &FogMaterial::get_density_texture);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "density", PROPERTY_HINT_RANGE, "0.0,16.0,0.0001,or_greater,or_less"), "set_density", "get_density");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "density", PROPERTY_HINT_RANGE, "-8.0,8.0,0.0001,or_greater,or_less"), "set_density", "get_density");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo", PROPERTY_HINT_COLOR_NO_ALPHA), "set_albedo", "get_albedo");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height_falloff", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_height_falloff", "get_height_falloff");
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index a3734a7218..f24d90a032 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -595,6 +595,8 @@ void main() {
color = vec4(0.0); //invisible by default due to using light mask
}
+ vec4 original_color = color;
+
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#elif !defined(MODE_UNSHADED)
@@ -636,6 +638,8 @@ void main() {
);
}
+ light_color.rgb *= original_color.rgb;
+
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -732,6 +736,8 @@ void main() {
);
}
+ light_color.rgb *= original_color.rgb;
+
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index e459756c6a..52aee8b648 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -360,15 +360,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_SPAN_MAX = 8.0;
#ifdef MULTIVIEW
- vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
#else
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
@@ -462,12 +462,6 @@ void main() {
}
#endif
- if (params.use_debanding) {
- // For best results, debanding should be done before tonemapping.
- // Otherwise, we're adding noise to an already-quantized image.
- color.rgb += screen_space_dither(gl_FragCoord.xy);
- }
-
color.rgb = apply_tonemapping(color.rgb, params.white);
color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion
@@ -498,5 +492,11 @@ void main() {
color.rgb = apply_color_correction(color.rgb);
}
+ if (params.use_debanding) {
+ // Debanding should be done at the end of tonemapping, but before writing to the LDR buffer.
+ // Otherwise, we're adding noise to an already-quantized image.
+ color.rgb += screen_space_dither(gl_FragCoord.xy);
+ }
+
frag_color = color;
}