diff options
-rw-r--r-- | misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png | bin | 21443 -> 14779 bytes | |||
-rw-r--r-- | misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png | bin | 21443 -> 14779 bytes | |||
-rw-r--r-- | modules/gdnative/nativescript/api_generator.cpp | 1 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 2 | ||||
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/shader_language.cpp | 12 |
6 files changed, 9 insertions, 8 deletions
diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png Binary files differindex 766b0b66ef..3a0469319b 100644 --- a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png +++ b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png diff --git a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png Binary files differindex 766b0b66ef..3a0469319b 100644 --- a/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png +++ b/misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png diff --git a/modules/gdnative/nativescript/api_generator.cpp b/modules/gdnative/nativescript/api_generator.cpp index ae0b5222f0..9256b81985 100644 --- a/modules/gdnative/nativescript/api_generator.cpp +++ b/modules/gdnative/nativescript/api_generator.cpp @@ -452,6 +452,7 @@ static List<String> generate_c_api_json(const List<ClassAPI> &p_api) { source.push_back("\t\t\t\t\t{\n"); source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n"); source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n"); + source.push_back(String("\t\t\t\t\t\t\"has_default_value\": ") + (e->get().default_arguments.has(i) ? "true" : "false") + ",\n"); source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n"); source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n"); } diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index fda072e233..72ae75b236 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1241,12 +1241,12 @@ void KinematicBody3D::_direct_state_changed(Object *p_state) { KinematicBody3D::KinematicBody3D() : PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { - margin = 0.001; locked_axis = 0; on_floor = false; on_ceiling = false; on_wall = false; + set_safe_margin(0.001); PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); } diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index a3bdc96c9f..d1f16cb4ae 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -750,7 +750,7 @@ Body3DSW::Body3DSW() : active = true; mass = 1; - kinematic_safe_margin = 0.01; + kinematic_safe_margin = 0.001; //_inv_inertia=Transform(); _inv_mass = 1; bounce = 0; diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index b903951400..535011710d 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -1137,13 +1137,13 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type } else if (na == TYPE_FLOAT && nb == TYPE_VEC4) { valid = true; ret_type = TYPE_VEC4; - } else if (p_op->op == OP_MUL && na == TYPE_FLOAT && nb == TYPE_MAT2) { + } else if (na == TYPE_FLOAT && nb == TYPE_MAT2) { valid = true; ret_type = TYPE_MAT2; - } else if (p_op->op == OP_MUL && na == TYPE_FLOAT && nb == TYPE_MAT3) { + } else if (na == TYPE_FLOAT && nb == TYPE_MAT3) { valid = true; ret_type = TYPE_MAT3; - } else if (p_op->op == OP_MUL && na == TYPE_FLOAT && nb == TYPE_MAT4) { + } else if (na == TYPE_FLOAT && nb == TYPE_MAT4) { valid = true; ret_type = TYPE_MAT4; } else if (p_op->op == OP_MUL && na == TYPE_VEC2 && nb == TYPE_MAT2) { @@ -1313,13 +1313,13 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type } else if (na == TYPE_VEC4 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_VEC4; - } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_MAT2 && nb == TYPE_VEC2) { + } else if (na == TYPE_MAT2 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_MAT2; - } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_MAT3 && nb == TYPE_VEC3) { + } else if (na == TYPE_MAT3 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_MAT3; - } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_MAT4 && nb == TYPE_VEC4) { + } else if (na == TYPE_MAT4 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_MAT4; } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_VEC2 && nb == TYPE_MAT2) { |