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-rw-r--r--misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.pngbin21443 -> 14779 bytes
-rw-r--r--misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.pngbin21443 -> 14779 bytes
-rw-r--r--modules/gdnative/nativescript/api_generator.cpp1
-rw-r--r--scene/3d/physics_body_3d.cpp2
-rw-r--r--servers/physics_3d/body_3d_sw.cpp2
-rw-r--r--servers/rendering/shader_language.cpp12
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
index 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
Binary files differ
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
index 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
Binary files differ
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) {