diff options
-rw-r--r-- | doc/base/classes.xml | 34 | ||||
-rw-r--r-- | modules/gdscript/gd_editor.cpp | 23 | ||||
-rw-r--r-- | modules/gdscript/gd_script.cpp | 7 |
3 files changed, 51 insertions, 13 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index e0e88ef348..6f6a094927 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -43086,43 +43086,58 @@ Helper tool to create geometry. </brief_description> <description> - Helper tool to create geometry. + The [SurfaceTool] is used to construct a [Mesh] by specifying vertex attributes individually. It can be used to construct a [Mesh] from script. All properties except index need to be added before a call to [method add_vertex]. For example adding vertex colors and UVs looks like + [codeblock] + var st = SurfaceTool.new() + st.begin(Mesh.PRIMITIVE_TRIANGLES) + st.add_color(Color(1, 0, 0)) + st.add_uv(Vector2(0, 0)) + st.add_vertex(Vector3(0, 0, 0)) + [/codeblock] + The [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used. + It is very important that vertex attributes are passed [b]before[/b] the call to [method add_vertex], failure to do this will result in an error when committing the vertex information to a mesh. </description> <methods> <method name="add_bones"> <argument index="0" name="bones" type="PoolIntArray"> </argument> <description> + Add an array of bones for the next Vertex to use. </description> </method> <method name="add_color"> <argument index="0" name="color" type="Color"> </argument> <description> + Specify a [Color] for the next Vertex to use. </description> </method> <method name="add_index"> <argument index="0" name="index" type="int"> </argument> <description> + Adds an index to index array if you are using indexed Vertices. Does not need to be called before adding Vertex. </description> </method> <method name="add_normal"> <argument index="0" name="normal" type="Vector3"> </argument> <description> + Specify a normal for the next Vertex to use. </description> </method> <method name="add_smooth_group"> <argument index="0" name="smooth" type="bool"> </argument> <description> + Specify whether current Vertex (if using only Vertex arrays) or current index (if also using index arrays) should utilize smooth normals for normal calculation. </description> </method> <method name="add_tangent"> <argument index="0" name="tangent" type="Plane"> </argument> <description> + Specify a Tangent for the next Vertex to use. </description> </method> <method name="add_triangle_fan"> @@ -43139,40 +43154,47 @@ <argument index="5" name="tangents" type="Array" default="Array()"> </argument> <description> + Insert a triangle fan made of array data into [Mesh] being constructed. </description> </method> <method name="add_uv"> <argument index="0" name="uv" type="Vector2"> </argument> <description> + Specify UV Coordinate for next Vertex to use. </description> </method> <method name="add_uv2"> <argument index="0" name="uv2" type="Vector2"> </argument> <description> + Specify an optional second set of UV coordinates for next Vertex to use. </description> </method> <method name="add_vertex"> <argument index="0" name="vertex" type="Vector3"> </argument> <description> + Specify position of current Vertex. Should be called after specifying other vertex properties (e.g. Color, UV). </description> </method> <method name="add_weights"> <argument index="0" name="weights" type="PoolRealArray"> </argument> <description> + Specify weight value for next Vertex to use. </description> </method> <method name="begin"> <argument index="0" name="primitive" type="int"> </argument> <description> + Called before adding any Vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES). </description> </method> <method name="clear"> <description> + Clear all information passed into the surface tool so far. </description> </method> <method name="commit"> @@ -43181,24 +43203,29 @@ <argument index="0" name="existing" type="Mesh" default="NULL"> </argument> <description> + Returns a constructed [Mesh] from current information passed in. If an existing [Mesh] is passed in as an argument, will add an extra surface to the existing [Mesh]. </description> </method> <method name="deindex"> <description> + Removes index array by expanding Vertex array. </description> </method> <method name="generate_normals"> <description> + Generates normals from Vertices so you do not have to do it manually. </description> </method> <method name="index"> <description> + Shrinks Vertex array by creating an index array. Avoids reusing Vertices. </description> </method> <method name="set_material"> <argument index="0" name="material" type="Material"> </argument> <description> + Sets [Material] to be used by the [Mesh] you are constructing. </description> </method> </methods> @@ -51969,20 +51996,24 @@ do_property]. </class> <class name="WorldEnvironment" inherits="Spatial" category="Core"> <brief_description> + Sets environment properties for the entire scene </brief_description> <description> + The [WorldEnvironment] node can be added to a scene in order to set default [Environment] variables for the scene. The [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera]. Additionally, only one [WorldEnvironment] may be instanced in a given scene at a time. The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). </description> <methods> <method name="get_environment" qualifiers="const"> <return type="Environment"> </return> <description> + Return the [Environment] currently bound. </description> </method> <method name="set_environment"> <argument index="0" name="env" type="Environment"> </argument> <description> + Set the currently bound [Environment] to the one specified. </description> </method> </methods> @@ -52307,3 +52338,4 @@ do_property]. </constants> </class> </doc> + diff --git a/modules/gdscript/gd_editor.cpp b/modules/gdscript/gd_editor.cpp index 2a3015c185..ba8df81c15 100644 --- a/modules/gdscript/gd_editor.cpp +++ b/modules/gdscript/gd_editor.cpp @@ -55,11 +55,12 @@ Ref<Script> GDScriptLanguage::get_template(const String &p_class_name, const Str "# var a = 2\n" + "# var b = \"textvar\"\n\n" + "func _ready():\n" + - "\t# Called every time the node is added to the scene.\n" + - "\t# Initialization here\n" + - "\tpass\n"; + "%TS%# Called every time the node is added to the scene.\n" + + "%TS%# Initialization here\n" + + "%TS%pass\n"; _template = _template.replace("%BASE%", p_base_class_name); + _template = _template.replace("%TS%", _get_indentation()); Ref<GDScript> script; script.instance(); @@ -2418,16 +2419,18 @@ Error GDScriptLanguage::complete_code(const String &p_code, const String &p_base String GDScriptLanguage::_get_indentation() const { #ifdef TOOLS_ENABLED - bool use_space_indentation = EDITOR_DEF("text_editor/indent/type", "Tabs") == "Tabs" ? 0 : 1; + if (SceneTree::get_singleton()->is_editor_hint()) { + bool use_space_indentation = EDITOR_DEF("text_editor/indent/type", "Tabs") == "Tabs" ? 0 : 1; - if (use_space_indentation) { - int indent_size = EDITOR_DEF("text_editor/indent/size", 4); + if (use_space_indentation) { + int indent_size = EDITOR_DEF("text_editor/indent/size", 4); - String space_indent = ""; - for (int i = 0; i < indent_size; i++) { - space_indent += " "; + String space_indent = ""; + for (int i = 0; i < indent_size; i++) { + space_indent += " "; + } + return space_indent; } - return space_indent; } #endif return "\t"; diff --git a/modules/gdscript/gd_script.cpp b/modules/gdscript/gd_script.cpp index fe20a842cf..173014b138 100644 --- a/modules/gdscript/gd_script.cpp +++ b/modules/gdscript/gd_script.cpp @@ -1696,9 +1696,9 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so //same thing for placeholders #ifdef TOOLS_ENABLED - for (Set<PlaceHolderScriptInstance *>::Element *P = E->get()->placeholders.front(); P; P = P->next()) { + while (E->get()->placeholders.size()) { + Object *obj = E->get()->placeholders.front()->get()->get_owner(); - Object *obj = P->get()->get_owner(); //save instance info List<Pair<StringName, Variant> > state; if (obj->get_script_instance()) { @@ -1706,6 +1706,9 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so obj->get_script_instance()->get_property_state(state); map[obj->get_instance_ID()] = state; obj->set_script(RefPtr()); + } else { + // no instance found. Let's remove it so we don't loop forever + E->get()->placeholders.erase(E->get()->placeholders.front()->get()); } } #endif |