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-rw-r--r--doc/classes/Node.xml8
-rw-r--r--doc/classes/ProjectSettings.xml10
-rw-r--r--main/main.cpp26
-rw-r--r--modules/gltf/gltf_document.cpp5
-rw-r--r--servers/rendering/shader_language.cpp10
5 files changed, 40 insertions, 19 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 423002d058..6b3aa30dd2 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -233,6 +233,14 @@
<description>
Returns an array listing the groups that the node is a member of.
[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
+ [b]Note:[/b] The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over [method get_groups], use the following snippet:
+ [codeblock]
+ # Stores the node's non-internal groups only (as an array of Strings).
+ var non_internal_groups = []
+ for group in get_groups():
+ if not group.begins_with("_"):
+ non_internal_groups.push_back(group)
+ [/codeblock]
</description>
</method>
<method name="get_index" qualifiers="const">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index cb26d8d445..6f22a53dd1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -196,13 +196,17 @@
Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
- If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
+ If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
</member>
<member name="application/boot_splash/image" type="String" setter="" getter="" default="&quot;&quot;">
- Path to an image used as the boot splash.
+ Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
+ [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
+ </member>
+ <member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
</member>
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
- If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
+ If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
diff --git a/main/main.cpp b/main/main.cpp
index 9f51025cc3..ab44149988 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1700,9 +1700,10 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
RenderingServer::get_singleton()->set_default_clear_color(clear);
if (show_logo) { //boot logo!
- String boot_logo_path = GLOBAL_DEF("application/boot_splash/image", String());
- bool boot_logo_scale = GLOBAL_DEF("application/boot_splash/fullsize", true);
- bool boot_logo_filter = GLOBAL_DEF("application/boot_splash/use_filter", true);
+ const bool boot_logo_image = GLOBAL_DEF("application/boot_splash/show_image", true);
+ const String boot_logo_path = GLOBAL_DEF("application/boot_splash/image", String());
+ const bool boot_logo_scale = GLOBAL_DEF("application/boot_splash/fullsize", true);
+ const bool boot_logo_filter = GLOBAL_DEF("application/boot_splash/use_filter", true);
ProjectSettings::get_singleton()->set_custom_property_info("application/boot_splash/image",
PropertyInfo(Variant::STRING,
"application/boot_splash/image",
@@ -1710,14 +1711,19 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
Ref<Image> boot_logo;
- boot_logo_path = boot_logo_path.strip_edges();
-
- if (boot_logo_path != String()) {
- boot_logo.instantiate();
- Error load_err = ImageLoader::load_image(boot_logo_path, boot_logo);
- if (load_err) {
- ERR_PRINT("Non-existing or invalid boot splash at '" + boot_logo_path + "'. Loading default splash.");
+ if (boot_logo_image) {
+ if (boot_logo_path != String()) {
+ boot_logo.instantiate();
+ Error load_err = ImageLoader::load_image(boot_logo_path, boot_logo);
+ if (load_err) {
+ ERR_PRINT("Non-existing or invalid boot splash at '" + boot_logo_path + "'. Loading default splash.");
+ }
}
+ } else {
+ // Create a 1×1 transparent image. This will effectively hide the splash image.
+ boot_logo.instantiate();
+ boot_logo->create(1, 1, false, Image::FORMAT_RGBA8);
+ boot_logo->set_pixel(0, 0, Color(0, 0, 0, 0));
}
#if defined(TOOLS_ENABLED) && !defined(NO_EDITOR_SPLASH)
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index fac1e61b18..f3317aeada 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -6115,7 +6115,10 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
int bone_cnt = skeleton->get_bone_count();
ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
- ObjectID gltf_skin_key = skin->get_instance_id();
+ ObjectID gltf_skin_key;
+ if (skin.is_valid()) {
+ gltf_skin_key = skin->get_instance_id();
+ }
ObjectID gltf_skel_key = godot_skeleton->get_instance_id();
GLTFSkinIndex skin_gltf_i = -1;
GLTFNodeIndex root_gltf_i = -1;
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 1a994548d8..f865aab677 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -7190,11 +7190,6 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
//check return type
BlockNode *b = p_block;
- if (b && b->parent_function && p_function_info.main_function) {
- _set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name));
- return ERR_PARSE_ERROR;
- }
-
while (b && !b->parent_function) {
b = b->parent_block;
}
@@ -7204,6 +7199,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
return ERR_BUG;
}
+ if (b && b->parent_function && p_function_info.main_function) {
+ _set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name));
+ return ERR_PARSE_ERROR;
+ }
+
String return_struct_name = String(b->parent_function->return_struct_name);
String array_size_string;