diff options
-rw-r--r-- | editor/editor_node.cpp | 2 | ||||
-rw-r--r-- | editor/editor_run.cpp | 2 | ||||
-rw-r--r-- | modules/gdscript/editor/gdscript_highlighter.cpp | 52 | ||||
-rw-r--r-- | scene/gui/popup_menu.cpp | 11 | ||||
-rw-r--r-- | scene/gui/popup_menu.h | 2 | ||||
-rw-r--r-- | scene/resources/fog_material.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/canvas.glsl | 6 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/tonemap.glsl | 28 |
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; } |