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-rw-r--r--doc/classes/NavigationMesh.xml12
-rw-r--r--doc/classes/SceneTree.xml24
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl6
-rw-r--r--modules/csg/editor/csg_gizmos.cpp8
-rw-r--r--scene/main/scene_tree.cpp12
-rw-r--r--scene/main/scene_tree.h3
-rw-r--r--scene/resources/default_theme/default_theme.cpp7
-rw-r--r--scene/resources/navigation_mesh.cpp12
-rw-r--r--scene/resources/navigation_mesh.h12
11 files changed, 57 insertions, 45 deletions
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index bcf2cfc507..bee459273b 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -73,25 +73,25 @@
</method>
</methods>
<members>
- <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0">
+ <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="1.5">
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
[b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height].
</member>
- <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9">
+ <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.25">
The minimum ledge height that is considered to still be traversable.
[b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height].
</member>
<member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0">
The maximum slope that is considered walkable, in degrees.
</member>
- <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="1.0">
+ <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.5">
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
[b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
</member>
- <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2">
+ <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.25">
The Y axis cell size to use for fields.
</member>
- <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3">
+ <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.25">
The XZ plane cell size to use for fields.
</member>
<member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0">
@@ -137,7 +137,7 @@
Any regions with a size smaller than this will be merged with larger regions if possible.
[b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
</member>
- <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0">
+ <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="2.0">
The minimum size of a region for it to be created.
[b]Note:[/b] This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
</member>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 3cd2ab0903..c6b80f171a 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -177,14 +177,6 @@
Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
</description>
</method>
- <method name="set_auto_accept_quit">
- <return type="void" />
- <argument index="0" name="enabled" type="bool" />
- <description>
- If [code]true[/code], the application automatically accepts quitting. Enabled by default.
- For mobile platforms, see [method set_quit_on_go_back].
- </description>
- </method>
<method name="set_group">
<return type="void" />
<argument index="0" name="group" type="StringName" />
@@ -214,16 +206,12 @@
Sets a custom [MultiplayerAPI] with the given [code]root_path[/code] (controlling also the relative subpaths), or override the default one if [code]root_path[/code] is empty.
</description>
</method>
- <method name="set_quit_on_go_back">
- <return type="void" />
- <argument index="0" name="enabled" type="bool" />
- <description>
- If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default.
- To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
- </description>
- </method>
</methods>
<members>
+ <member name="auto_accept_quit" type="bool" setter="set_auto_accept_quit" getter="is_auto_accept_quit" default="true">
+ If [code]true[/code], the application automatically accepts quitting.
+ For mobile platforms, see [member quit_on_go_back].
+ </member>
<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene">
The current scene.
</member>
@@ -245,6 +233,10 @@
- 2D and 3D physics will be stopped. This includes signals and collision detection.
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</member>
+ <member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
+ If [code]true[/code], the application quits automatically on going back (e.g. on Android).
+ To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
+ </member>
<member name="root" type="Window" setter="" getter="get_root">
The [SceneTree]'s root [Window].
</member>
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 7937090862..c3af232046 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -855,7 +855,7 @@ void RasterizerSceneGLES3::_setup_sky(Environment *p_env, RID p_render_buffers,
if (light_data_dirty) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * sky_globals.directional_light_count, sky_globals.directional_lights);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 81e66c956c..ebf0c08ec4 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -141,7 +141,7 @@ void main() {
vec3 N = texelCoordToVec(uv, face_id);
#ifdef MODE_DIRECT_WRITE
- frag_color = vec4(textureCubeLod(source_cube, N, 0.0).rgb, 1.0);
+ frag_color = vec4(textureLod(source_cube, N, 0.0).rgb, 1.0);
#else
vec4 sum = vec4(0.0);
@@ -171,7 +171,7 @@ void main() {
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
- vec3 val = textureCubeLod(source_cube, L, mipLevel).rgb;
+ vec3 val = textureLod(source_cube, L, mipLevel).rgb;
// Mix using linear
val = srgb_to_linear(val);
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 198d1d9ec7..fbea4bdbe4 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -812,7 +812,7 @@ vec4 fog_process(vec3 vertex) {
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
- sky_fog_color = textureCubeLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
+ sky_fog_color = textureLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
}
@@ -1031,7 +1031,7 @@ void main() {
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
- specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
+ specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
specular_light = srgb_to_linear(specular_light);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
@@ -1052,7 +1052,7 @@ void main() {
#ifdef USE_RADIANCE_MAP
if (scene_data.use_ambient_cubemap) {
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
- vec3 cubemap_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
+ vec3 cubemap_ambient = textureLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
cubemap_ambient = srgb_to_linear(cubemap_ambient);
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
diff --git a/modules/csg/editor/csg_gizmos.cpp b/modules/csg/editor/csg_gizmos.cpp
index 4d972e46c6..6442ff71fc 100644
--- a/modules/csg/editor/csg_gizmos.cpp
+++ b/modules/csg/editor/csg_gizmos.cpp
@@ -349,9 +349,11 @@ void CSGShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
if (cs->is_root_shape()) {
Array csg_meshes = cs->get_meshes();
- Ref<Mesh> csg_mesh = csg_meshes[1];
- if (csg_mesh.is_valid()) {
- p_gizmo->add_collision_triangles(csg_mesh->generate_triangle_mesh());
+ if (csg_meshes.size() == 2) {
+ Ref<Mesh> csg_mesh = csg_meshes[1];
+ if (csg_mesh.is_valid()) {
+ p_gizmo->add_collision_triangles(csg_mesh->generate_triangle_mesh());
+ }
}
}
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index eca400ab02..b695dddf65 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -627,10 +627,18 @@ void SceneTree::_notification(int p_notification) {
}
}
+bool SceneTree::is_auto_accept_quit() const {
+ return accept_quit;
+}
+
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
+bool SceneTree::is_quit_on_go_back() const {
+ return quit_on_go_back;
+}
+
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
@@ -1192,7 +1200,9 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
+ ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
+ ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
@@ -1255,6 +1265,8 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index bdcfd2d35a..cb5e9cc1ee 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -273,7 +273,10 @@ public:
virtual void finalize() override;
+ bool is_auto_accept_quit() const;
void set_auto_accept_quit(bool p_enable);
+
+ bool is_quit_on_go_back() const;
void set_quit_on_go_back(bool p_enable);
void quit(int p_exit_code = EXIT_SUCCESS);
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 4fb44446d9..0c2999a700 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -1069,6 +1069,7 @@ void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPos
bold_font.instantiate();
for (int i = 0; i < default_font->get_data_count(); i++) {
Ref<FontData> data = default_font->get_data(i)->duplicate();
+ // Try to match OpenSans ExtraBold.
data->set_embolden(1.2);
bold_font->add_data(data);
}
@@ -1076,15 +1077,17 @@ void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPos
bold_italics_font.instantiate();
for (int i = 0; i < default_font->get_data_count(); i++) {
Ref<FontData> data = default_font->get_data(i)->duplicate();
+ // Try to match OpenSans ExtraBold Italic.
data->set_embolden(1.2);
- data->set_transform(Transform2D(1.0, 0.4, 0.0, 1.0, 0.0, 0.0));
+ data->set_transform(Transform2D(1.0, 0.2, 0.0, 1.0, 0.0, 0.0));
bold_italics_font->add_data(data);
}
italics_font.instantiate();
for (int i = 0; i < default_font->get_data_count(); i++) {
Ref<FontData> data = default_font->get_data(i)->duplicate();
- data->set_transform(Transform2D(1.0, 0.4, 0.0, 1.0, 0.0, 0.0));
+ // Try to match OpenSans Italic.
+ data->set_transform(Transform2D(1.0, 0.2, 0.0, 1.0, 0.0, 0.0));
italics_font->add_data(data);
}
}
diff --git a/scene/resources/navigation_mesh.cpp b/scene/resources/navigation_mesh.cpp
index dd0a8472a4..8353973fb9 100644
--- a/scene/resources/navigation_mesh.cpp
+++ b/scene/resources/navigation_mesh.cpp
@@ -492,12 +492,12 @@ void NavigationMesh::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "geometry/source_geometry_mode", PROPERTY_HINT_ENUM, "Navmesh Children, Group With Children, Group Explicit"), "set_source_geometry_mode", "get_source_geometry_mode");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "geometry/source_group_name"), "set_source_group_name", "get_source_group_name");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cell/size", PROPERTY_HINT_RANGE, "0.1,1.0,0.01,or_greater"), "set_cell_size", "get_cell_size");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cell/height", PROPERTY_HINT_RANGE, "0.1,1.0,0.01,or_greater"), "set_cell_height", "get_cell_height");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/height", PROPERTY_HINT_RANGE, "0.1,5.0,0.01,or_greater"), "set_agent_height", "get_agent_height");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/radius", PROPERTY_HINT_RANGE, "0.1,5.0,0.01,or_greater"), "set_agent_radius", "get_agent_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/max_climb", PROPERTY_HINT_RANGE, "0.1,5.0,0.01,or_greater"), "set_agent_max_climb", "get_agent_max_climb");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/max_slope", PROPERTY_HINT_RANGE, "0.0,90.0,0.1"), "set_agent_max_slope", "get_agent_max_slope");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cell/size", PROPERTY_HINT_RANGE, "0.01,500.0,0.01,or_greater"), "set_cell_size", "get_cell_size");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cell/height", PROPERTY_HINT_RANGE, "0.01,500.0,0.01,or_greater"), "set_cell_height", "get_cell_height");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/height", PROPERTY_HINT_RANGE, "0.0,500.0,0.01,or_greater"), "set_agent_height", "get_agent_height");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/radius", PROPERTY_HINT_RANGE, "0.0,500.0,0.01,or_greater"), "set_agent_radius", "get_agent_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/max_climb", PROPERTY_HINT_RANGE, "0.0,500.0,0.01,or_greater"), "set_agent_max_climb", "get_agent_max_climb");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent/max_slope", PROPERTY_HINT_RANGE, "0.02,90.0,0.01"), "set_agent_max_slope", "get_agent_max_slope");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "region/min_size", PROPERTY_HINT_RANGE, "0.0,150.0,0.01,or_greater"), "set_region_min_size", "get_region_min_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "region/merge_size", PROPERTY_HINT_RANGE, "0.0,150.0,0.01,or_greater"), "set_region_merge_size", "get_region_merge_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge/max_length", PROPERTY_HINT_RANGE, "0.0,50.0,0.01,or_greater"), "set_edge_max_length", "get_edge_max_length");
diff --git a/scene/resources/navigation_mesh.h b/scene/resources/navigation_mesh.h
index 4d8611c3c9..449e6f2dff 100644
--- a/scene/resources/navigation_mesh.h
+++ b/scene/resources/navigation_mesh.h
@@ -88,13 +88,13 @@ public:
};
protected:
- float cell_size = 0.3f;
- float cell_height = 0.2f;
- float agent_height = 2.0f;
- float agent_radius = 1.0f;
- float agent_max_climb = 0.9f;
+ float cell_size = 0.25f;
+ float cell_height = 0.25f;
+ float agent_height = 1.5f;
+ float agent_radius = 0.5f;
+ float agent_max_climb = 0.25f;
float agent_max_slope = 45.0f;
- float region_min_size = 8.0f;
+ float region_min_size = 2.0f;
float region_merge_size = 20.0f;
float edge_max_length = 12.0f;
float edge_max_error = 1.3f;