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-rw-r--r--.github/workflows/android_builds.yml4
-rw-r--r--.github/workflows/linux_builds.yml2
-rw-r--r--.github/workflows/windows_builds.yml4
-rw-r--r--DONORS.md2
-rw-r--r--core/input/input_map.cpp2
-rw-r--r--core/io/multiplayer_api.cpp2
-rw-r--r--core/math/quat.h4
-rw-r--r--core/object/object.cpp2
-rw-r--r--doc/classes/Area2D.xml10
-rw-r--r--doc/classes/Area3D.xml10
-rw-r--r--doc/classes/Array.xml4
-rw-r--r--doc/classes/CharFXTransform.xml2
-rw-r--r--doc/classes/MeshDataTool.xml4
-rw-r--r--doc/classes/Node2D.xml2
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/PhysicsServer2D.xml9
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--doc/classes/RigidBody2D.xml4
-rw-r--r--doc/classes/RigidBody3D.xml4
-rw-r--r--doc/classes/StreamPeer.xml2
-rw-r--r--doc/classes/SubViewport.xml2
-rw-r--r--drivers/vulkan/vulkan_context.cpp2
-rw-r--r--editor/action_map_editor.cpp6
-rw-r--r--editor/editor_data.h2
-rw-r--r--editor/editor_log.cpp2
-rw-r--r--editor/editor_node.cpp2
-rw-r--r--editor/import/scene_import_settings.cpp2
-rw-r--r--editor/plugins/script_editor_plugin.cpp6
-rw-r--r--editor/plugins/tiles/tile_map_editor.cpp8
-rw-r--r--editor/plugins/tiles/tile_set_editor.cpp2
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp38
-rw-r--r--misc/dist/html/service-worker.js2
-rwxr-xr-xmisc/scripts/check_ci_log.py4
-rw-r--r--modules/enet/doc_classes/NetworkedMultiplayerENet.xml2
-rw-r--r--modules/fbx/README.md2
-rw-r--r--modules/fbx/data/fbx_mesh_data.cpp2
-rw-r--r--modules/fbx/data/fbx_mesh_data.h2
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp2
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.cpp2
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.h2
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.cpp8
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.h4
-rw-r--r--modules/fbx/tools/import_utils.cpp2
-rw-r--r--modules/gdnavigation/nav_map.cpp2
-rw-r--r--modules/gdscript/gdscript.cpp2
-rw-r--r--modules/gdscript/gdscript_disassembler.cpp4
-rw-r--r--modules/gdscript/gdscript_editor.cpp1
-rw-r--r--modules/gdscript/gdscript_parser.cpp2
-rw-r--r--modules/gdscript/gdscript_vm.cpp2
-rw-r--r--modules/gdscript/tests/gdscript_test_runner_suite.h21
-rw-r--r--modules/mono/csharp_script.cpp2
-rw-r--r--modules/webrtc/doc_classes/WebRTCPeerConnection.xml2
-rw-r--r--modules/webxr/doc_classes/WebXRInterface.xml2
-rw-r--r--platform/android/detect.py2
-rw-r--r--platform/android/display_server_android.cpp26
-rw-r--r--platform/android/display_server_android.h27
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java23
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java2
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java24
-rw-r--r--platform/android/java_godot_view_wrapper.cpp10
-rw-r--r--platform/android/java_godot_view_wrapper.h2
-rw-r--r--platform/iphone/godot_app_delegate.m2
-rw-r--r--platform/javascript/SCsub1
-rw-r--r--platform/javascript/display_server_javascript.cpp2
-rw-r--r--platform/javascript/js/libs/library_godot_audio.js2
-rw-r--r--scene/2d/area_2d.cpp32
-rw-r--r--scene/2d/area_2d.h2
-rw-r--r--scene/2d/physics_body_2d.cpp24
-rw-r--r--scene/2d/physics_body_2d.h4
-rw-r--r--scene/3d/area_3d.cpp32
-rw-r--r--scene/3d/area_3d.h2
-rw-r--r--scene/3d/gpu_particles_collision_3d.cpp2
-rw-r--r--scene/3d/physics_body_3d.cpp26
-rw-r--r--scene/3d/physics_body_3d.h4
-rw-r--r--scene/gui/graph_node.cpp2
-rw-r--r--scene/main/canvas_item.cpp6
-rw-r--r--scene/main/scene_tree.cpp2
-rw-r--r--scene/main/viewport.h2
-rw-r--r--scene/resources/visual_shader.h3
-rw-r--r--scene/resources/visual_shader_nodes.h104
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp4
-rw-r--r--servers/physics_2d/physics_server_2d_sw.h2
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.h1
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp2
-rw-r--r--servers/physics_server_2d.cpp2
-rw-r--r--servers/physics_server_2d.h2
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_scene_cull.h2
-rw-r--r--servers/rendering/renderer_viewport.cpp2
-rw-r--r--servers/rendering/rendering_device.h2
-rw-r--r--servers/rendering/shader_language.cpp11
-rw-r--r--servers/rendering/shader_language.h1
-rw-r--r--servers/rendering_server.cpp4
-rw-r--r--tests/test_geometry_2d.h8
-rw-r--r--tests/test_main.cpp1
-rw-r--r--tests/test_rect2.h2
-rw-r--r--tests/test_vector.h496
99 files changed, 915 insertions, 231 deletions
diff --git a/.github/workflows/android_builds.yml b/.github/workflows/android_builds.yml
index b24a36beef..2dad253288 100644
--- a/.github/workflows/android_builds.yml
+++ b/.github/workflows/android_builds.yml
@@ -6,7 +6,7 @@ env:
GODOT_BASE_BRANCH: master
SCONSFLAGS: platform=android verbose=yes warnings=extra werror=yes debug_symbols=no --jobs=2 module_text_server_fb_enabled=yes
SCONS_CACHE_LIMIT: 4096
- ANDROID_NDK_VERSION: 21.1.6352462
+ ANDROID_NDK_VERSION: 21.4.7075529
jobs:
android-template:
@@ -29,7 +29,7 @@ jobs:
with:
java-version: 8
- - name: Install Android NDK r21
+ - name: Install Android NDK
run: |
sudo ${ANDROID_HOME}/tools/bin/sdkmanager --install 'ndk;${{env.ANDROID_NDK_VERSION}}'
diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml
index 0982d768d6..b4bbaaacb1 100644
--- a/.github/workflows/linux_builds.yml
+++ b/.github/workflows/linux_builds.yml
@@ -144,7 +144,7 @@ jobs:
scons --version
# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
- # [Workaround] SwiftShader doesn't support tesselation, so we skip Godot check about it
+ # [Workaround] SwiftShader doesn't support tessellation, so we skip Godot check about it
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
diff --git a/.github/workflows/windows_builds.yml b/.github/workflows/windows_builds.yml
index b7cc127226..d1db449ab0 100644
--- a/.github/workflows/windows_builds.yml
+++ b/.github/workflows/windows_builds.yml
@@ -46,7 +46,7 @@ jobs:
- name: Configuring Python packages
run: |
python -c "import sys; print(sys.version)"
- python -m pip install scons pywin32
+ python -m pip install scons
python --version
scons --version
@@ -102,7 +102,7 @@ jobs:
- name: Configuring Python packages
run: |
python -c "import sys; print(sys.version)"
- python -m pip install scons pywin32
+ python -m pip install scons
python --version
scons --version
diff --git a/DONORS.md b/DONORS.md
index 70eb8a7e5a..a903a8b38c 100644
--- a/DONORS.md
+++ b/DONORS.md
@@ -7,7 +7,7 @@ support of generous donors.
The ways to donate to the project, as well as details on how the funds are
used, are described on [Godot's website](https://godotengine.org/donate).
-The following is a list of the current monthly donors, to be have their
+The following is a list of the current monthly donors, who will have their
generous deed immortalized in the next stable release of Godot Engine.
## Platinum sponsors
diff --git a/core/input/input_map.cpp b/core/input/input_map.cpp
index 7421909650..424509eb47 100644
--- a/core/input/input_map.cpp
+++ b/core/input/input_map.cpp
@@ -166,7 +166,7 @@ void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent
ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object.");
ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
if (_find_event(input_map[p_action], p_event, true)) {
- return; // Already addded.
+ return; // Already added.
}
input_map[p_action].inputs.push_back(p_event);
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index 8414ee7c0c..fda4083804 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -843,7 +843,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
if (property_id == UINT16_MAX && p_from->get_script_instance()) {
property_id = p_from->get_script_instance()->get_rset_property_id(p_name);
}
- ERR_FAIL_COND_MSG(property_id == UINT16_MAX, "Unable to take the `property_id` for the property:" + p_name + ". this can happen only if this property is not marked as `remote`.");
+ ERR_FAIL_COND_MSG(property_id == UINT16_MAX, "Unable to take the `property_id` for the property:" + p_name + ". This can only happen if this property is not marked as `remote`.");
if (property_id <= UINT8_MAX) {
// The ID fits in 1 byte
diff --git a/core/math/quat.h b/core/math/quat.h
index 9db914fe52..d9b130c050 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -28,14 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// Circular dependency between Vector3 and Basis :/
-#include "core/math/vector3.h"
-
#ifndef QUAT_H
#define QUAT_H
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
+#include "core/math/vector3.h"
#include "core/string/ustring.h"
class Quat {
diff --git a/core/object/object.cpp b/core/object/object.cpp
index 413f917518..a8b2c4a939 100644
--- a/core/object/object.cpp
+++ b/core/object/object.cpp
@@ -1345,7 +1345,7 @@ void Object::_disconnect(const StringName &p_signal, const Callable &p_callable,
if (!s) {
bool signal_is_valid = ClassDB::has_signal(get_class_name(), p_signal) ||
(!script.is_null() && Ref<Script>(script)->has_script_signal(p_signal));
- ERR_FAIL_COND_MSG(signal_is_valid, "Attempt to disconnect a nonexistent connection from '" + to_string() + "'. signal: '" + p_signal + "', callable: '" + p_callable + "'.");
+ ERR_FAIL_COND_MSG(signal_is_valid, "Attempt to disconnect a nonexistent connection from '" + to_string() + "'. Signal: '" + p_signal + "', callable: '" + p_callable + "'.");
}
ERR_FAIL_COND_MSG(!s, vformat("Disconnecting nonexistent signal '%s' in %s.", p_signal, to_string()));
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 72b7faf8e4..f7a116b934 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -61,7 +61,7 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="980.0">
- The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
+ The area's gravity intensity (in pixels per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
</member>
<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" default="0.0">
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
@@ -107,7 +107,7 @@
</description>
</signal>
<signal name="area_shape_entered">
- <argument index="0" name="area_id" type="int">
+ <argument index="0" name="area_rid" type="RID">
</argument>
<argument index="1" name="area" type="Area2D">
</argument>
@@ -124,7 +124,7 @@
</description>
</signal>
<signal name="area_shape_exited">
- <argument index="0" name="area_id" type="int">
+ <argument index="0" name="area_rid" type="RID">
</argument>
<argument index="1" name="area" type="Area2D">
</argument>
@@ -157,7 +157,7 @@
</description>
</signal>
<signal name="body_shape_entered">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node2D">
</argument>
@@ -174,7 +174,7 @@
</description>
</signal>
<signal name="body_shape_exited">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node2D">
</argument>
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index e69a89a836..108387823b 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -59,7 +59,7 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
- The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
+ The area's gravity intensity (in meters per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
</member>
<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" default="0.0">
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
@@ -117,7 +117,7 @@
</description>
</signal>
<signal name="area_shape_entered">
- <argument index="0" name="area_id" type="int">
+ <argument index="0" name="area_rid" type="RID">
</argument>
<argument index="1" name="area" type="Area3D">
</argument>
@@ -134,7 +134,7 @@
</description>
</signal>
<signal name="area_shape_exited">
- <argument index="0" name="area_id" type="int">
+ <argument index="0" name="area_rid" type="RID">
</argument>
<argument index="1" name="area" type="Area3D">
</argument>
@@ -167,7 +167,7 @@
</description>
</signal>
<signal name="body_shape_entered">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node3D">
</argument>
@@ -184,7 +184,7 @@
</description>
</signal>
<signal name="body_shape_exited">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node3D">
</argument>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 624b51e463..879b61a880 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -333,14 +333,14 @@
[gdscript]
# Will evaluate to `true`.
if 2 in [2, 4, 6, 8]:
- print("Containes!")
+ print("Contains!")
[/gdscript]
[csharp]
// As there is no "in" keyword in C#, you have to use Contains
var array = new Godot.Collections.Array{2, 4, 6, 8};
if (array.Contains(2))
{
- GD.Print("Containes!");
+ GD.Print("Contains!");
}
[/csharp]
[/codeblocks]
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index 850098f741..7b57dc05f8 100644
--- a/doc/classes/CharFXTransform.xml
+++ b/doc/classes/CharFXTransform.xml
@@ -37,7 +37,7 @@
The position offset the character will be drawn with (in pixels).
</member>
<member name="outline" type="bool" setter="set_outline" getter="is_outline" default="false">
- If [code]ture[/code], FX transform is called for outline drawing. Setting this property won't affect drawing.
+ If [code]true[/code], FX transform is called for outline drawing. Setting this property won't affect drawing.
</member>
<member name="range" type="Vector2i" setter="set_range" getter="get_range" default="Vector2i( 0, 0 )">
Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing.
diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml
index db7a3187f0..3c679047a0 100644
--- a/doc/classes/MeshDataTool.xml
+++ b/doc/classes/MeshDataTool.xml
@@ -15,7 +15,7 @@
mdt.create_from_surface(mesh, 0)
for i in range(mdt.get_vertex_count()):
var vertex = mdt.get_vertex(i)
- # In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded.
+ # In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.get_vertex_normal(i)
# Save your change.
mdt.set_vertex(i, vertex)
@@ -33,7 +33,7 @@
for (var i = 0; i &lt; mdt.GetVertexCount(); i++)
{
Vector3 vertex = mdt.GetVertex(i);
- // In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded.
+ // In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
vertex += mdt.GetVertexNormal(i);
// Save your change.
mdt.SetVertex(i, vertex);
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index eed0ec8d7e..988fb72267 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -154,7 +154,7 @@
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
</member>
<member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
- Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
+ Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).
</member>
</members>
<constants>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index cb95deb9a0..05826ecbf0 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -357,7 +357,7 @@
</return>
<description>
Returns the current UNIX epoch timestamp in seconds.
- [b]Important:[/b] This is the system clock that the user can manully set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
+ [b]Important:[/b] This is the system clock that the user can manually set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
</description>
</method>
<method name="get_unix_time_from_datetime" qualifiers="const">
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 229facd08b..cfa4215fd4 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -1018,6 +1018,15 @@
Activates or deactivates the 2D physics engine.
</description>
</method>
+ <method name="set_collision_iterations">
+ <return type="void">
+ </return>
+ <argument index="0" name="iterations" type="int">
+ </argument>
+ <description>
+ Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount, the more accurate the collisions, but with a performance loss.
+ </description>
+ </method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant">
</return>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b3813e6ca2..24d4a8a46e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -6,7 +6,7 @@
<description>
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
- [b]Feature tags:[/b] Project settings can be overriden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url].
+ [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url].
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
</description>
<tutorials>
@@ -1202,7 +1202,7 @@
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/default_gravity" type="float" setter="" getter="" default="980.0">
- The default gravity strength in 2D.
+ The default gravity strength in 2D (in pixels per second squared).
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
[codeblocks]
[gdscript]
@@ -1254,7 +1254,7 @@
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
- The default gravity strength in 3D.
+ The default gravity strength in 3D (in meters per second squared).
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
[codeblocks]
[gdscript]
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index ed375a8b1e..a37ebb2dd5 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -193,7 +193,7 @@
</description>
</signal>
<signal name="body_shape_entered">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node">
</argument>
@@ -210,7 +210,7 @@
</description>
</signal>
<signal name="body_shape_exited">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node">
</argument>
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index c69692f7a3..2ee8e2697c 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -217,7 +217,7 @@
</description>
</signal>
<signal name="body_shape_entered">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node">
</argument>
@@ -235,7 +235,7 @@
</description>
</signal>
<signal name="body_shape_exited">
- <argument index="0" name="body_id" type="int">
+ <argument index="0" name="body_rid" type="RID">
</argument>
<argument index="1" name="body" type="Node">
</argument>
diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml
index a1b858acf6..f120103916 100644
--- a/doc/classes/StreamPeer.xml
+++ b/doc/classes/StreamPeer.xml
@@ -4,7 +4,7 @@
Abstraction and base class for stream-based protocols.
</brief_description>
<description>
- StreamPeer is an abstraction and base class for stream-based protocols (such as TCP or UNIX sockets). It provides an API for sending and receiving data through streams as raw data or strings.
+ StreamPeer is an abstraction and base class for stream-based protocols (such as TCP). It provides an API for sending and receiving data through streams as raw data or strings.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml
index b6e9eda1d1..f54f22d6fa 100644
--- a/doc/classes/SubViewport.xml
+++ b/doc/classes/SubViewport.xml
@@ -25,7 +25,7 @@
<member name="render_target_update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="SubViewport.UpdateMode" default="2">
The update mode when the sub-viewport is used as a render target.
</member>
- <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i( 0, 0 )">
+ <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i( 512, 512 )">
The width and height of the sub-viewport.
</member>
<member name="size_2d_override" type="Vector2i" setter="set_size_2d_override" getter="get_size_2d_override" default="Vector2i( 0, 0 )">
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index 4649cee17f..38455bdbed 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -529,7 +529,7 @@ Error VulkanContext::_check_capabilities() {
device_features_func(gpu, &device_features);
multiview_capabilities.is_supported = multiview_features.multiview;
- // For now we ignore if multiview is available in geometry and tesselation as we do not currently support those
+ // For now we ignore if multiview is available in geometry and tessellation as we do not currently support those
}
// check extended properties
diff --git a/editor/action_map_editor.cpp b/editor/action_map_editor.cpp
index 957e370a27..d195561a85 100644
--- a/editor/action_map_editor.cpp
+++ b/editor/action_map_editor.cpp
@@ -63,7 +63,7 @@ static const char *_joy_axis_descriptions[JOY_AXIS_MAX * 2] = {
String InputEventConfigurationDialog::get_event_text(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND_V_MSG(p_event.is_null(), String(), "Provided event is not a valid instance of InputEvent");
- // Joypad motion events will display slighlty differently than what the event->as_text() provides. See #43660.
+ // Joypad motion events will display slightly differently than what the event->as_text() provides. See #43660.
Ref<InputEventJoypadMotion> jpmotion = p_event;
if (jpmotion.is_valid()) {
String desc = TTR("Unknown Joypad Axis");
@@ -731,7 +731,7 @@ void ActionMapEditor::_add_action_pressed() {
void ActionMapEditor::_add_action(const String &p_name) {
if (p_name == "" || !_is_action_name_valid(p_name)) {
- show_message(TTR("Invalid action name. it cannot be.is_empty()() nor contain '/', ':', '=', '\\' or '\"'"));
+ show_message(TTR("Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or '\"'"));
return;
}
@@ -756,7 +756,7 @@ void ActionMapEditor::_action_edited() {
if (new_name == "" || !_is_action_name_valid(new_name)) {
ti->set_text(0, old_name);
- show_message(TTR("Invalid action name. it cannot be.is_empty()() nor contain '/', ':', '=', '\\' or '\"'"));
+ show_message(TTR("Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or '\"'"));
return;
}
diff --git a/editor/editor_data.h b/editor/editor_data.h
index 2ece94d6a3..df6ba9d0c9 100644
--- a/editor/editor_data.h
+++ b/editor/editor_data.h
@@ -167,7 +167,7 @@ public:
EditorPlugin *get_editor_plugin(int p_idx);
UndoRedo &get_undo_redo();
- void add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks shoud have 4 args: (Object* undo_redo, Object *modified_object, String property, Varian new_value)
+ void add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks should have 4 args: (Object* undo_redo, Object *modified_object, String property, Variant new_value)
void remove_undo_redo_inspector_hook_callback(Callable p_callable);
const Vector<Callable> get_undo_redo_inspector_hook_callback();
diff --git a/editor/editor_log.cpp b/editor/editor_log.cpp
index 7c485d53c5..469fb41406 100644
--- a/editor/editor_log.cpp
+++ b/editor/editor_log.cpp
@@ -376,7 +376,7 @@ EditorLog::EditorLog() {
collapse_button = memnew(Button);
collapse_button->set_flat(true);
collapse_button->set_focus_mode(FOCUS_NONE);
- collapse_button->set_tooltip(TTR("Collapse duplicate messages into one log entry. Shows number of occurences."));
+ collapse_button->set_tooltip(TTR("Collapse duplicate messages into one log entry. Shows number of occurrences."));
collapse_button->set_toggle_mode(true);
collapse_button->set_pressed(false);
collapse_button->connect("toggled", callable_mp(this, &EditorLog::_set_collapse));
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 4b44325b3f..9d7fc0a6ad 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -5291,7 +5291,7 @@ void EditorNode::_file_access_close_error_notify(const String &p_str) {
void EditorNode::reload_scene(const String &p_path) {
/*
- * No longer necesary since scenes now reset and reload their internal resource if needed.
+ * No longer necessary since scenes now reset and reload their internal resource if needed.
//first of all, reload internal textures, materials, meshes, etc. as they might have changed on disk
List<Ref<Resource>> cached;
diff --git a/editor/import/scene_import_settings.cpp b/editor/import/scene_import_settings.cpp
index 48340ac242..488c124c28 100644
--- a/editor/import/scene_import_settings.cpp
+++ b/editor/import/scene_import_settings.cpp
@@ -339,7 +339,7 @@ void SceneImportSettings::_update_scene() {
material_tree->clear();
mesh_tree->clear();
- //hiden roots
+ //hidden roots
material_tree->create_item();
mesh_tree->create_item();
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index 0512c148cc..1147267ce0 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -1503,6 +1503,9 @@ void ScriptEditor::_notification(int p_what) {
filename->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("normal", "LineEdit"));
recent_scripts->set_as_minsize();
+
+ _update_script_colors();
+ _update_script_names();
} break;
case NOTIFICATION_READY: {
@@ -2281,8 +2284,7 @@ bool ScriptEditor::edit(const RES &p_resource, int p_line, int p_col, bool p_gra
void ScriptEditor::save_current_script() {
ScriptEditorBase *current = _get_current_editor();
-
- if (_test_script_times_on_disk()) {
+ if (!current || _test_script_times_on_disk()) {
return;
}
diff --git a/editor/plugins/tiles/tile_map_editor.cpp b/editor/plugins/tiles/tile_map_editor.cpp
index d4fa575905..73640a78c2 100644
--- a/editor/plugins/tiles/tile_map_editor.cpp
+++ b/editor/plugins/tiles/tile_map_editor.cpp
@@ -2147,7 +2147,7 @@ Set<TileMapEditorTerrainsPlugin::Constraint> TileMapEditorTerrainsPlugin::_get_c
Map<int, int> terrain_count;
- // Count the number of occurences per terrain.
+ // Count the number of occurrences per terrain.
Map<Vector2i, TileSet::CellNeighbor> overlapping_terrain_bits = c.get_overlapping_coords_and_peering_bits();
for (Map<Vector2i, TileSet::CellNeighbor>::Element *E_overlapping = overlapping_terrain_bits.front(); E_overlapping; E_overlapping = E_overlapping->next()) {
if (!p_to_replace.has(E_overlapping->key())) {
@@ -2165,7 +2165,7 @@ Set<TileMapEditorTerrainsPlugin::Constraint> TileMapEditorTerrainsPlugin::_get_c
}
}
- // Get the terrain with the max number of occurences.
+ // Get the terrain with the max number of occurrences.
int max = 0;
int max_terrain = -1;
for (Map<int, int>::Element *E_terrain_count = terrain_count.front(); E_terrain_count; E_terrain_count = E_terrain_count->next()) {
@@ -2231,7 +2231,7 @@ Map<Vector2i, TileMapEditorTerrainsPlugin::TerrainsTilePattern> TileMapEditorTer
per_cell_acceptable_tiles[E->get()] = _get_valid_terrains_tile_patterns_for_constraints(p_terrain_set, E->get(), constraints);
}
- // Ouput map.
+ // Output map.
Map<Vector2i, TerrainsTilePattern> output;
// Add all positions to a set.
@@ -2450,7 +2450,7 @@ Map<Vector2i, TileMapCell> TileMapEditorTerrainsPlugin::_draw_terrains(const Map
output[E->key()] = _get_random_tile_from_pattern(p_terrain_set, E->get());
}
- // Override the WFC results to make sure at least the painted tiles are acutally painted.
+ // Override the WFC results to make sure at least the painted tiles are actually painted.
for (Map<Vector2i, TerrainsTilePattern>::Element *E_to_paint = p_to_paint.front(); E_to_paint; E_to_paint = E_to_paint->next()) {
output[E_to_paint->key()] = _get_random_tile_from_pattern(p_terrain_set, E_to_paint->get());
}
diff --git a/editor/plugins/tiles/tile_set_editor.cpp b/editor/plugins/tiles/tile_set_editor.cpp
index 8a5890e9a4..5573fae670 100644
--- a/editor/plugins/tiles/tile_set_editor.cpp
+++ b/editor/plugins/tiles/tile_set_editor.cpp
@@ -76,7 +76,7 @@ void TileSetEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, C
tile_set_atlas_source_editor->init_source();
}
- // Update the selected source (thus trigerring an update).
+ // Update the selected source (thus triggering an update).
_update_atlas_sources_list(source_id);
}
}
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index e7816002dc..18a1e7f693 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -2427,7 +2427,7 @@ void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
int node_id = E->get();
Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
- bool catched = false;
+ bool caught = false;
Variant var;
// float
@@ -2436,112 +2436,112 @@ void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
if (float_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
var = float_const->get_constant();
- catched = true;
+ caught = true;
}
} else {
Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
if (float_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
var = float_uniform->get_default_value();
- catched = true;
+ caught = true;
}
}
// int
- if (!catched) {
+ if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
if (int_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
var = int_const->get_constant();
- catched = true;
+ caught = true;
}
} else {
Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
if (int_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
var = int_uniform->get_default_value();
- catched = true;
+ caught = true;
}
}
}
// boolean
- if (!catched) {
+ if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
if (boolean_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
var = boolean_const->get_constant();
- catched = true;
+ caught = true;
}
} else {
Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
if (boolean_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
var = boolean_uniform->get_default_value();
- catched = true;
+ caught = true;
}
}
}
// vec3
- if (!catched) {
+ if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
if (vec3_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
var = vec3_const->get_constant();
- catched = true;
+ caught = true;
}
} else {
Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
if (vec3_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
var = vec3_uniform->get_default_value();
- catched = true;
+ caught = true;
}
}
}
// color
- if (!catched) {
+ if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
if (color_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
var = color_const->get_constant();
- catched = true;
+ caught = true;
}
} else {
Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
if (color_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
var = color_uniform->get_default_value();
- catched = true;
+ caught = true;
}
}
}
// transform
- if (!catched) {
+ if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
if (transform_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
var = transform_const->get_constant();
- catched = true;
+ caught = true;
}
} else {
Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
if (transform_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
var = transform_uniform->get_default_value();
- catched = true;
+ caught = true;
}
}
}
- ERR_CONTINUE(!catched);
+ ERR_CONTINUE(!caught);
int preview_port = node->get_output_port_for_preview();
if (!p_vice_versa) {
diff --git a/misc/dist/html/service-worker.js b/misc/dist/html/service-worker.js
index f8dee8cd5b..063e40a6cb 100644
--- a/misc/dist/html/service-worker.js
+++ b/misc/dist/html/service-worker.js
@@ -1,6 +1,6 @@
// This service worker is required to expose an exported Godot project as a
// Progressive Web App. It provides an offline fallback page telling the user
-// that they need an Internet conneciton to run the project if desired.
+// that they need an Internet connection to run the project if desired.
// Incrementing CACHE_VERSION will kick off the install event and force
// previously cached resources to be updated from the network.
const CACHE_VERSION = "@GODOT_VERSION@";
diff --git a/misc/scripts/check_ci_log.py b/misc/scripts/check_ci_log.py
index f2cdf95c7b..56c32b154c 100755
--- a/misc/scripts/check_ci_log.py
+++ b/misc/scripts/check_ci_log.py
@@ -53,11 +53,11 @@ if file_contents.find("ObjectDB instances leaked at exit") != -1:
# execution of project
if file_contents.find("Assertion failed") != -1:
- print("ERROR: Assertion failed in project, check exectution log for more info")
+ print("ERROR: Assertion failed in project, check execution log for more info")
sys.exit(1)
# For now Godot leaks a lot of rendering stuff so for now we just show info
-# about it and this needs to be reenabled after fixing this memory leaks.
+# about it and this needs to be re-enabled after fixing this memory leaks.
if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1:
print("WARNING: Memory leak was found")
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index f22ff29349..271cb03c9f 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -144,7 +144,7 @@
</argument>
<description>
Sets the timeout parameters for a peer. The timeout parameters control how and when a peer will timeout from a failure to acknowledge reliable traffic. Timeout values are expressed in milliseconds.
- The [code]timeout_limit[/code] is a factor that, multiplied by a value based on the avarage round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached [code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped.
+ The [code]timeout_limit[/code] is a factor that, multiplied by a value based on the average round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached [code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped.
</description>
</method>
</methods>
diff --git a/modules/fbx/README.md b/modules/fbx/README.md
index 2a2f186463..69a50d4bea 100644
--- a/modules/fbx/README.md
+++ b/modules/fbx/README.md
@@ -15,7 +15,7 @@ functionality. If anything we should give this parser back to assimp at some poi
# Updating assimp fbx parser
-Don't. it's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
+Don't. It's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
Many days were put into rewriting the parser to use safe code and safe memory accessors.
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp
index 304d1598f6..349bcaeeaa 100644
--- a/modules/fbx/data/fbx_mesh_data.cpp
+++ b/modules/fbx/data/fbx_mesh_data.cpp
@@ -945,7 +945,7 @@ void FBXMeshData::triangulate_polygon(SurfaceData *surface, const Vector<int> &p
for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) {
TPPLPoly &tp = I->get();
- ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator retuned more points, how this is possible?");
+ ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator returned more points, how this is possible?");
// Find Index
for (int i = 2; i >= 0; i -= 1) {
const Vector2 vertex = tp.GetPoint(i);
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h
index 575f833584..c4eaa7d170 100644
--- a/modules/fbx/data/fbx_mesh_data.h
+++ b/modules/fbx/data/fbx_mesh_data.h
@@ -156,7 +156,7 @@ private:
/// [0, 2, 1, 3, 4]
/// The negative values are computed using this formula: `(-value) - 1`
///
- /// Returns the vertex index from the poligon vertex.
+ /// Returns the vertex index from the polygon vertex.
/// Returns -1 if `p_index` is invalid.
int get_vertex_from_polygon_vertex(const std::vector<int> &p_face_indices, int p_index) const;
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index ccbea21541..58bc450e9d 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -1056,7 +1056,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
//print_verbose("[doc] node animation path: " + node_path);
}
} else {
- // note: this could actually be unsafe this means we should be careful about continuing here, if we see bizzare effects later we should disable this.
+ // note: this could actually be unsafe this means we should be careful about continuing here, if we see bizarre effects later we should disable this.
// I am not sure if this is unsafe or not, testing will tell us this.
print_error("[doc] invalid fbx target detected for this track");
continue;
diff --git a/modules/fbx/fbx_parser/FBXDocument.cpp b/modules/fbx/fbx_parser/FBXDocument.cpp
index bb85d6ff7c..89c69d2ee8 100644
--- a/modules/fbx/fbx_parser/FBXDocument.cpp
+++ b/modules/fbx/fbx_parser/FBXDocument.cpp
@@ -487,7 +487,7 @@ const std::vector<const AnimationStack *> &Document::AnimationStacks() const {
const AnimationStack *stack = lazy->Get<AnimationStack>();
ERR_CONTINUE_MSG(!stack, "invalid ptr to AnimationStack - conversion failure");
- // We push back the weak reference :) to keep things simple, as ownership is on the parser side so it wont be cleaned up.
+ // We push back the weak reference :) to keep things simple, as ownership is on the parser side so it won't be cleaned up.
animationStacksResolved.push_back(stack);
}
diff --git a/modules/fbx/fbx_parser/FBXDocument.h b/modules/fbx/fbx_parser/FBXDocument.h
index 9664cd763a..e01e0471aa 100644
--- a/modules/fbx/fbx_parser/FBXDocument.h
+++ b/modules/fbx/fbx_parser/FBXDocument.h
@@ -699,7 +699,7 @@ private:
typedef std::vector<int64_t> KeyTimeList;
typedef std::vector<float> KeyValueList;
-/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
+/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
class AnimationCurve : public Object {
public:
AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
index a28e7565c6..2cc25a0690 100644
--- a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
@@ -125,7 +125,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
ScopePtr sc = element->Compound();
ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash");
- ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertexes, didn't populate the mesh");
+ ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertices, didn't populate the mesh");
// must have Mesh elements:
const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
@@ -140,7 +140,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
ParseVectorDataArray(m_vertices, Vertices);
ParseVectorDataArray(m_face_indices, PolygonVertexIndex);
- ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertexes in FBX file, did you mean to delete it?");
+ ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertices in FBX file, did you mean to delete it?");
ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?");
// Retrieve layer elements, for all of the mesh
@@ -278,7 +278,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
}
}
// As the algorithm above, this check is useless. Because the first
- // ever vertex is always considered the begining of a polygon.
+ // ever vertex is always considered the beginning of a polygon.
ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted.");
} else {
@@ -418,7 +418,7 @@ MeshGeometry::MappingData<T> MeshGeometry::resolve_vertex_data_array(
// parse data into array
ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName));
- // index array wont always exist
+ // index array won't always exist
const ElementPtr element = GetOptionalElement(source, indexDataElementName);
if (element) {
ParseVectorDataArray(tempData.index, element);
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.h b/modules/fbx/fbx_parser/FBXMeshGeometry.h
index 05493c4aec..c9b25f008d 100644
--- a/modules/fbx/fbx_parser/FBXMeshGeometry.h
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.h
@@ -122,7 +122,7 @@ typedef std::vector<int> MatIndexArray;
/// ## Map Type:
/// * None The mapping is undetermined.
/// * ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex).
-/// * If you have direct reference type verticies[x]
+/// * If you have direct reference type vertices[x]
/// * If you have IndexToDirect reference type the UV
/// * ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
/// * ByPolygon There can be only one mapping coordinate for the whole polygon.
@@ -186,7 +186,7 @@ public:
/// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't
// matter.
static int get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b);
- // Retuns the edge point bu that ID, or the edge with -1 vertices if the
+ // Returns the edge point bu that ID, or the edge with -1 vertices if the
// id is not valid.
static Edge get_edge(const std::vector<Edge> &p_map, int p_id);
diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp
index c87dd1fd3a..368aa09a75 100644
--- a/modules/fbx/tools/import_utils.cpp
+++ b/modules/fbx/tools/import_utils.cpp
@@ -128,7 +128,7 @@ Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale) {
}
Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
- ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necesary");
+ ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary");
// Using long double to make sure that normal is computed for even really tiny objects.
typedef long double ldouble;
ldouble x = 0.0;
diff --git a/modules/gdnavigation/nav_map.cpp b/modules/gdnavigation/nav_map.cpp
index 2513c62b6a..41306f0687 100644
--- a/modules/gdnavigation/nav_map.cpp
+++ b/modules/gdnavigation/nav_map.cpp
@@ -112,7 +112,7 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
}
}
- // Check for trival cases
+ // Check for trivial cases
if (!begin_poly || !end_poly) {
return Vector<Vector3>();
}
diff --git a/modules/gdscript/gdscript.cpp b/modules/gdscript/gdscript.cpp
index 9206f4095a..2896420239 100644
--- a/modules/gdscript/gdscript.cpp
+++ b/modules/gdscript/gdscript.cpp
@@ -481,7 +481,7 @@ void GDScript::_update_doc() {
methods[i].return_val.class_name = _get_gdscript_reference_class_name(Object::cast_to<GDScript>(return_type.script_type));
}
- // Change class name if argumetn is script reference.
+ // Change class name if argument is script reference.
for (int j = 0; j < fn->get_argument_count(); j++) {
GDScriptDataType arg_type = fn->get_argument_type(j);
if (arg_type.kind == GDScriptDataType::GDSCRIPT) {
diff --git a/modules/gdscript/gdscript_disassembler.cpp b/modules/gdscript/gdscript_disassembler.cpp
index 8a6ac04539..eee713aa45 100644
--- a/modules/gdscript/gdscript_disassembler.cpp
+++ b/modules/gdscript/gdscript_disassembler.cpp
@@ -397,7 +397,7 @@ void GDScriptFunction::disassemble(const Vector<String> &p_code_lines) const {
text += DADDR(1 + argc);
text += " = ";
- text += "<unkown type>(";
+ text += "<unknown type>(";
for (int i = 0; i < argc; i++) {
if (i > 0) {
text += ", ";
@@ -688,7 +688,7 @@ void GDScriptFunction::disassemble(const Vector<String> &p_code_lines) const {
int argc = _code_ptr[ip + 1 + instr_var_args];
text += DADDR(1 + argc) + " = ";
- text += "<unkown function>";
+ text += "<unknown function>";
text += "(";
for (int i = 0; i < argc; i++) {
diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp
index 6ae825d2bd..c65f97e637 100644
--- a/modules/gdscript/gdscript_editor.cpp
+++ b/modules/gdscript/gdscript_editor.cpp
@@ -741,6 +741,7 @@ static void _find_identifiers_in_suite(const GDScriptParser::SuiteNode *p_suite,
ScriptCodeCompletionOption option;
if (p_suite->locals[i].type == GDScriptParser::SuiteNode::Local::CONSTANT) {
option = ScriptCodeCompletionOption(p_suite->locals[i].name, ScriptCodeCompletionOption::KIND_CONSTANT);
+ option.default_value = p_suite->locals[i].constant->initializer->reduced_value;
} else {
option = ScriptCodeCompletionOption(p_suite->locals[i].name, ScriptCodeCompletionOption::KIND_VARIABLE);
}
diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp
index f9027c3a87..b61b469fbc 100644
--- a/modules/gdscript/gdscript_parser.cpp
+++ b/modules/gdscript/gdscript_parser.cpp
@@ -1173,7 +1173,7 @@ GDScriptParser::EnumNode *GDScriptParser::parse_enum() {
consume(GDScriptTokenizer::Token::BRACE_CLOSE, R"(Expected closing "}" for enum.)");
#ifdef TOOLS_ENABLED
- // Enum values documentaion.
+ // Enum values documentation.
for (int i = 0; i < enum_node->values.size(); i++) {
if (i == enum_node->values.size() - 1) {
// If close bracket is same line as last value.
diff --git a/modules/gdscript/gdscript_vm.cpp b/modules/gdscript/gdscript_vm.cpp
index d9fc54c9d4..56b0f6db83 100644
--- a/modules/gdscript/gdscript_vm.cpp
+++ b/modules/gdscript/gdscript_vm.cpp
@@ -1970,7 +1970,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
#ifdef DEBUG_ENABLED
if (err.error != Callable::CallError::CALL_OK) {
// TODO: Add this information in debug.
- String methodstr = "<unkown function>";
+ String methodstr = "<unknown function>";
if (dst->get_type() == Variant::STRING) {
// Call provided error string.
err_text = "Error calling GDScript utility function '" + methodstr + "': " + String(*dst);
diff --git a/modules/gdscript/tests/gdscript_test_runner_suite.h b/modules/gdscript/tests/gdscript_test_runner_suite.h
index 136907b316..8fd77239cd 100644
--- a/modules/gdscript/tests/gdscript_test_runner_suite.h
+++ b/modules/gdscript/tests/gdscript_test_runner_suite.h
@@ -48,6 +48,27 @@ TEST_SUITE("[Modules][GDScript]") {
}
}
+TEST_CASE("[Modules][GDScript] Load source code dynamically and run it") {
+ Ref<GDScript> gdscript = memnew(GDScript);
+ gdscript->set_source_code(R"(
+extends Reference
+
+func _init():
+ set_meta("result", 42)
+)");
+ // A spurious `Condition "err" is true` message is printed (despite parsing being successful and returning `OK`).
+ // Silence it.
+ ERR_PRINT_OFF;
+ const Error error = gdscript->reload();
+ ERR_PRINT_ON;
+ CHECK_MESSAGE(error == OK, "The script should parse successfully.");
+
+ // Run the script by assigning it to a reference-counted object.
+ Ref<Reference> reference = memnew(Reference);
+ reference->set_script(gdscript);
+ CHECK_MESSAGE(int(reference->get_meta("result")) == 42, "The script should assign object metadata successfully.");
+}
+
} // namespace GDScriptTests
#endif // GDSCRIPT_TEST_RUNNER_SUITE_H
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index ffb04bfd37..b6a7a7579c 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -368,7 +368,7 @@ Ref<Script> CSharpLanguage::get_template(const String &p_class_name, const Strin
"}\n";
// Replaces all spaces in p_class_name with underscores to prevent
- // erronous C# Script templates from being generated when the object name
+ // invalid C# Script templates from being generated when the object name
// has spaces in it.
String class_name_no_spaces = p_class_name.replace(" ", "_");
String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
diff --git a/modules/webrtc/doc_classes/WebRTCPeerConnection.xml b/modules/webrtc/doc_classes/WebRTCPeerConnection.xml
index e21dee8eff..3b53892a3d 100644
--- a/modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+++ b/modules/webrtc/doc_classes/WebRTCPeerConnection.xml
@@ -48,7 +48,7 @@
Valid [code]options[/code] are:
[codeblock]
{
- "negotiated": true, # When set to true (default off), means the channel is negotiated out of band. "id" must be set too. data_channel_received will not be called.
+ "negotiated": true, # When set to true (default off), means the channel is negotiated out of band. "id" must be set too. "data_channel_received" will not be called.
"id": 1, # When "negotiated" is true this value must also be set to the same value on both peer.
# Only one of maxRetransmits and maxPacketLifeTime can be specified, not both. They make the channel unreliable (but also better at real time).
diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml
index 2407d44496..9b3a063ef5 100644
--- a/modules/webxr/doc_classes/WebXRInterface.xml
+++ b/modules/webxr/doc_classes/WebXRInterface.xml
@@ -7,7 +7,7 @@
WebXR is an open standard that allows creating VR and AR applications that run in the web browser.
As such, this interface is only available when running in an HTML5 export.
WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).
- Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to intialize than other AR/VR interfaces.
+ Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to initialize than other AR/VR interfaces.
Here's the minimum code required to start an immersive VR session:
[codeblock]
extends Node3D
diff --git a/platform/android/detect.py b/platform/android/detect.py
index 8808b032a6..1b6af8662e 100644
--- a/platform/android/detect.py
+++ b/platform/android/detect.py
@@ -250,7 +250,7 @@ def configure(env):
env["RANLIB"] = tools_path + "/ranlib"
env["AS"] = tools_path + "/as"
- common_opts = ["-fno-integrated-as", "-gcc-toolchain", gcc_toolchain_path]
+ common_opts = ["-gcc-toolchain", gcc_toolchain_path]
# Compile flags
diff --git a/platform/android/display_server_android.cpp b/platform/android/display_server_android.cpp
index 005497b82f..f46dcf58dc 100644
--- a/platform/android/display_server_android.cpp
+++ b/platform/android/display_server_android.cpp
@@ -36,8 +36,6 @@
#include "java_godot_wrapper.h"
#include "os_android.h"
-#include <android/input.h>
-
#if defined(VULKAN_ENABLED)
#include "drivers/vulkan/rendering_device_vulkan.h"
#include "platform/android/vulkan/vulkan_context_android.h"
@@ -51,7 +49,7 @@ DisplayServerAndroid *DisplayServerAndroid::get_singleton() {
bool DisplayServerAndroid::has_feature(Feature p_feature) const {
switch (p_feature) {
//case FEATURE_CONSOLE_WINDOW:
- //case FEATURE_CURSOR_SHAPE:
+ case FEATURE_CURSOR_SHAPE:
//case FEATURE_CUSTOM_CURSOR_SHAPE:
//case FEATURE_GLOBAL_MENU:
//case FEATURE_HIDPI:
@@ -829,6 +827,12 @@ void DisplayServerAndroid::mouse_set_mode(MouseMode p_mode) {
return;
}
+ if (p_mode == MouseMode::MOUSE_MODE_HIDDEN) {
+ OS_Android::get_singleton()->get_godot_java()->get_godot_view()->set_pointer_icon(CURSOR_TYPE_NULL);
+ } else {
+ cursor_set_shape(cursor_shape);
+ }
+
if (p_mode == MouseMode::MOUSE_MODE_CAPTURED) {
OS_Android::get_singleton()->get_godot_java()->get_godot_view()->request_pointer_capture();
} else {
@@ -870,3 +874,19 @@ int DisplayServerAndroid::_android_button_mask_to_godot_button_mask(int android_
return godot_button_mask;
}
+
+void DisplayServerAndroid::cursor_set_shape(DisplayServer::CursorShape p_shape) {
+ if (cursor_shape == p_shape) {
+ return;
+ }
+
+ cursor_shape = p_shape;
+
+ if (mouse_mode == MouseMode::MOUSE_MODE_VISIBLE || mouse_mode == MouseMode::MOUSE_MODE_CONFINED) {
+ OS_Android::get_singleton()->get_godot_java()->get_godot_view()->set_pointer_icon(android_cursors[cursor_shape]);
+ }
+}
+
+DisplayServer::CursorShape DisplayServerAndroid::cursor_get_shape() const {
+ return cursor_shape;
+}
diff --git a/platform/android/display_server_android.h b/platform/android/display_server_android.h
index b9d1641656..53c768f406 100644
--- a/platform/android/display_server_android.h
+++ b/platform/android/display_server_android.h
@@ -70,6 +70,28 @@ private:
int buttons_state;
+ // https://developer.android.com/reference/android/view/PointerIcon
+ // mapping between Godot's cursor shape to Android's'
+ int android_cursors[CURSOR_MAX] = {
+ 1000, //CURSOR_ARROW
+ 1008, //CURSOR_IBEAM
+ 1002, //CURSOR_POINTIN
+ 1007, //CURSOR_CROSS
+ 1004, //CURSOR_WAIT
+ 1004, //CURSOR_BUSY
+ 1021, //CURSOR_DRAG
+ 1021, //CURSOR_CAN_DRO
+ 1000, //CURSOR_FORBIDD (no corresponding icon in Android's icon so fallback to default)
+ 1015, //CURSOR_VSIZE
+ 1014, //CURSOR_HSIZE
+ 1017, //CURSOR_BDIAGSI
+ 1016, //CURSOR_FDIAGSI
+ 1020, //CURSOR_MOVE
+ 1015, //CURSOR_VSPLIT
+ 1014, //CURSOR_HSPLIT
+ 1003, //CURSOR_HELP
+ };
+ const int CURSOR_TYPE_NULL = 0;
MouseMode mouse_mode;
bool keep_screen_on;
@@ -78,6 +100,8 @@ private:
Point2 hover_prev_pos; // needed to calculate the relative position on hover events
Point2 scroll_prev_pos; // needed to calculate the relative position on scroll events
+ CursorShape cursor_shape = CursorShape::CURSOR_ARROW;
+
#if defined(VULKAN_ENABLED)
VulkanContextAndroid *context_vulkan;
RenderingDeviceVulkan *rendering_device_vulkan;
@@ -180,6 +204,9 @@ public:
void process_joy_event(JoypadEvent p_event);
void process_key_event(int p_keycode, int p_scancode, int p_unicode_char, bool p_pressed);
+ virtual void cursor_set_shape(CursorShape p_shape);
+ virtual CursorShape cursor_get_shape() const;
+
void mouse_set_mode(MouseMode p_mode);
MouseMode mouse_get_mode() const;
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
index 63c91561ff..b3ee55ea64 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
@@ -44,11 +44,15 @@ import android.annotation.SuppressLint;
import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
+import android.os.Build;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
+import android.view.PointerIcon;
import android.view.SurfaceView;
+import androidx.annotation.Keep;
+
/**
* A simple GLSurfaceView sub-class that demonstrate how to perform
* OpenGL ES 2.0 rendering into a GL Surface. Note the following important
@@ -72,6 +76,7 @@ public class GodotGLRenderView extends GLSurfaceView implements GodotRenderView
private final GodotInputHandler inputHandler;
private final GestureDetector detector;
private final GodotRenderer godotRenderer;
+ private PointerIcon pointerIcon;
public GodotGLRenderView(Context context, Godot godot, XRMode xrMode, boolean p_use_32_bits,
boolean p_use_debug_opengl) {
@@ -83,6 +88,9 @@ public class GodotGLRenderView extends GLSurfaceView implements GodotRenderView
this.inputHandler = new GodotInputHandler(this);
this.detector = new GestureDetector(context, new GodotGestureHandler(this));
this.godotRenderer = new GodotRenderer();
+ if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
+ pointerIcon = PointerIcon.getSystemIcon(getContext(), PointerIcon.TYPE_DEFAULT);
+ }
init(xrMode, false, 16, 0);
}
@@ -149,6 +157,21 @@ public class GodotGLRenderView extends GLSurfaceView implements GodotRenderView
return inputHandler.onGenericMotionEvent(event);
}
+ /**
+ * called from JNI to change pointer icon
+ */
+ @Keep
+ public void setPointerIcon(int pointerType) {
+ if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
+ pointerIcon = PointerIcon.getSystemIcon(getContext(), pointerType);
+ }
+ }
+
+ @Override
+ public PointerIcon onResolvePointerIcon(MotionEvent me, int pointerIndex) {
+ return pointerIcon;
+ }
+
private void init(XRMode xrMode, boolean translucent, int depth, int stencil) {
setPreserveEGLContextOnPause(true);
setFocusableInTouchMode(true);
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java
index 2047c88070..ac333dd827 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java
@@ -47,4 +47,6 @@ public interface GodotRenderView {
abstract public void onBackPressed();
abstract public GodotInputHandler getInputHandler();
+
+ abstract public void setPointerIcon(int pointerType);
}
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java
index 2e59dbc0d0..169c6cf770 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java
@@ -37,17 +37,22 @@ import org.godotengine.godot.vulkan.VkSurfaceView;
import android.annotation.SuppressLint;
import android.content.Context;
+import android.os.Build;
import android.view.GestureDetector;
import android.view.InputDevice;
import android.view.KeyEvent;
import android.view.MotionEvent;
+import android.view.PointerIcon;
import android.view.SurfaceView;
+import androidx.annotation.Keep;
+
public class GodotVulkanRenderView extends VkSurfaceView implements GodotRenderView {
private final Godot godot;
private final GodotInputHandler mInputHandler;
private final GestureDetector mGestureDetector;
private final VkRenderer mRenderer;
+ private PointerIcon pointerIcon;
public GodotVulkanRenderView(Context context, Godot godot) {
super(context);
@@ -56,7 +61,9 @@ public class GodotVulkanRenderView extends VkSurfaceView implements GodotRenderV
mInputHandler = new GodotInputHandler(this);
mGestureDetector = new GestureDetector(context, new GodotGestureHandler(this));
mRenderer = new VkRenderer();
-
+ if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
+ pointerIcon = PointerIcon.getSystemIcon(getContext(), PointerIcon.TYPE_DEFAULT);
+ }
setFocusableInTouchMode(true);
startRenderer(mRenderer);
}
@@ -124,6 +131,21 @@ public class GodotVulkanRenderView extends VkSurfaceView implements GodotRenderV
return mInputHandler.onGenericMotionEvent(event);
}
+ /**
+ * called from JNI to change pointer icon
+ */
+ @Keep
+ public void setPointerIcon(int pointerType) {
+ if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
+ pointerIcon = PointerIcon.getSystemIcon(getContext(), pointerType);
+ }
+ }
+
+ @Override
+ public PointerIcon onResolvePointerIcon(MotionEvent me, int pointerIndex) {
+ return pointerIcon;
+ }
+
@Override
public void onResume() {
super.onResume();
diff --git a/platform/android/java_godot_view_wrapper.cpp b/platform/android/java_godot_view_wrapper.cpp
index 6b5e44f371..837d2aeced 100644
--- a/platform/android/java_godot_view_wrapper.cpp
+++ b/platform/android/java_godot_view_wrapper.cpp
@@ -43,6 +43,7 @@ GodotJavaViewWrapper::GodotJavaViewWrapper(jobject godot_view) {
if (android_get_device_api_level() >= __ANDROID_API_O__) {
_request_pointer_capture = env->GetMethodID(_cls, "requestPointerCapture", "()V");
_release_pointer_capture = env->GetMethodID(_cls, "releasePointerCapture", "()V");
+ _set_pointer_icon = env->GetMethodID(_cls, "setPointerIcon", "(I)V");
}
}
@@ -64,6 +65,15 @@ void GodotJavaViewWrapper::release_pointer_capture() {
}
}
+void GodotJavaViewWrapper::set_pointer_icon(int pointer_type) {
+ if (_set_pointer_icon != 0) {
+ JNIEnv *env = get_jni_env();
+ ERR_FAIL_COND(env == nullptr);
+
+ env->CallVoidMethod(_godot_view, _set_pointer_icon, pointer_type);
+ }
+}
+
GodotJavaViewWrapper::~GodotJavaViewWrapper() {
JNIEnv *env = get_jni_env();
ERR_FAIL_COND(env == nullptr);
diff --git a/platform/android/java_godot_view_wrapper.h b/platform/android/java_godot_view_wrapper.h
index bfb4369fb8..da547d8118 100644
--- a/platform/android/java_godot_view_wrapper.h
+++ b/platform/android/java_godot_view_wrapper.h
@@ -45,12 +45,14 @@ private:
jmethodID _request_pointer_capture = 0;
jmethodID _release_pointer_capture = 0;
+ jmethodID _set_pointer_icon = 0;
public:
GodotJavaViewWrapper(jobject godot_view);
void request_pointer_capture();
void release_pointer_capture();
+ void set_pointer_icon(int pointer_type);
~GodotJavaViewWrapper();
};
diff --git a/platform/iphone/godot_app_delegate.m b/platform/iphone/godot_app_delegate.m
index 3ce9bffc79..6c433c5c3c 100644
--- a/platform/iphone/godot_app_delegate.m
+++ b/platform/iphone/godot_app_delegate.m
@@ -56,7 +56,7 @@ static NSMutableArray<ApplicationDelegateService *> *services = nil;
[services addObject:service];
}
-// UIApplicationDelegate documantation can be found here: https://developer.apple.com/documentation/uikit/uiapplicationdelegate
+// UIApplicationDelegate documentation can be found here: https://developer.apple.com/documentation/uikit/uiapplicationdelegate
// MARK: Window
diff --git a/platform/javascript/SCsub b/platform/javascript/SCsub
index a760e36982..24be07d8ec 100644
--- a/platform/javascript/SCsub
+++ b/platform/javascript/SCsub
@@ -47,6 +47,7 @@ if env["gdnative_enabled"]:
sys_env.Append(LINKFLAGS=["-s", "MAIN_MODULE=1"])
sys_env.Append(CCFLAGS=["-s", "EXPORT_ALL=1"])
sys_env.Append(LINKFLAGS=["-s", "EXPORT_ALL=1"])
+ sys_env.Append(LINKFLAGS=["-s", "WARN_ON_UNDEFINED_SYMBOLS=0"])
# Force exporting the standard library (printf, malloc, etc.)
sys_env["ENV"]["EMCC_FORCE_STDLIBS"] = "libc,libc++,libc++abi"
# The main emscripten runtime, with exported standard libraries.
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp
index f67d3c67da..dae0b5f7e7 100644
--- a/platform/javascript/display_server_javascript.cpp
+++ b/platform/javascript/display_server_javascript.cpp
@@ -536,7 +536,7 @@ bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
return godot_js_display_touchscreen_is_available();
}
-// Virtual Keybaord
+// Virtual Keyboard
void DisplayServerJavaScript::vk_input_text_callback(const char *p_text, int p_cursor) {
DisplayServerJavaScript *ds = DisplayServerJavaScript::get_singleton();
if (!ds || ds->input_text_callback.is_null()) {
diff --git a/platform/javascript/js/libs/library_godot_audio.js b/platform/javascript/js/libs/library_godot_audio.js
index ac4055516c..45c3a3fe2e 100644
--- a/platform/javascript/js/libs/library_godot_audio.js
+++ b/platform/javascript/js/libs/library_godot_audio.js
@@ -59,7 +59,7 @@ const GodotAudio = {
}
onstatechange(state);
};
- ctx.onstatechange(); // Immeditately notify state.
+ ctx.onstatechange(); // Immediately notify state.
// Update computed latency
GodotAudio.interval = setInterval(function () {
let computed_latency = 0;
diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp
index 2abd0eae70..597693aa6a 100644
--- a/scene/2d/area_2d.cpp
+++ b/scene/2d/area_2d.cpp
@@ -118,7 +118,7 @@ void Area2D::_body_enter_tree(ObjectID p_id) {
E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
}
@@ -132,7 +132,7 @@ void Area2D::_body_exit_tree(ObjectID p_id) {
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
}
@@ -154,6 +154,7 @@ void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
if (body_in) {
if (!E) {
E = body_map.insert(objid, BodyState());
+ E->get().rid = p_body;
E->get().rc = 0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
@@ -170,7 +171,7 @@ void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
}
if (!node || E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape);
}
} else {
@@ -192,7 +193,7 @@ void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
}
}
if (!node || in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape);
}
}
@@ -211,7 +212,7 @@ void Area2D::_area_enter_tree(ObjectID p_id) {
E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->area_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_id, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
}
@@ -225,7 +226,7 @@ void Area2D::_area_exit_tree(ObjectID p_id) {
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->area_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_id, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
}
@@ -246,6 +247,7 @@ void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
if (area_in) {
if (!E) {
E = area_map.insert(objid, AreaState());
+ E->get().rid = p_area;
E->get().rc = 0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
@@ -262,7 +264,7 @@ void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
}
if (!node || E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_entered, objid, node, p_area_shape, p_self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape);
}
} else {
@@ -284,7 +286,7 @@ void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
}
}
if (!node || in_tree) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, objid, obj, p_area_shape, p_self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape);
}
}
@@ -315,7 +317,7 @@ void Area2D::_clear_monitoring() {
}
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->key(), node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
@@ -343,7 +345,7 @@ void Area2D::_clear_monitoring() {
}
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->key(), node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
@@ -532,13 +534,13 @@ void Area2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_body_inout"), &Area2D::_body_inout);
ClassDB::bind_method(D_METHOD("_area_inout"), &Area2D::_area_inout);
- ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
- ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::INT, "area_id"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::INT, "area_id"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
@@ -551,7 +553,7 @@ void Area2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point"), "set_gravity_is_point", "is_gravity_a_point");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_vec"), "set_gravity_vector", "get_gravity_vector");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.001"), "set_gravity", "get_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, "-4096,4096,0.001,or_lesser,or_greater"), "set_gravity", "get_gravity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h
index d6fcb2c2a5..2c29e4660d 100644
--- a/scene/2d/area_2d.h
+++ b/scene/2d/area_2d.h
@@ -83,6 +83,7 @@ private:
};
struct BodyState {
+ RID rid;
int rc = 0;
bool in_tree = false;
VSet<ShapePair> shapes;
@@ -114,6 +115,7 @@ private:
};
struct AreaState {
+ RID rid;
int rc = 0;
bool in_tree = false;
VSet<AreaShapePair> shapes;
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 3f2f6d6b1c..4f52f62e99 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -165,7 +165,7 @@ void RigidBody2D::_body_enter_tree(ObjectID p_id) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
@@ -186,13 +186,13 @@ void RigidBody2D::_body_exit_tree(ObjectID p_id) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
}
-void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -207,6 +207,7 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
+ E->get().rid = p_body;
//E->get().rc=0;
E->get().in_scene = node && node->is_inside_tree();
if (node) {
@@ -225,7 +226,7 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
}
if (E->get().in_scene) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
}
} else {
@@ -249,12 +250,13 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
contact_monitor->body_map.erase(E);
}
if (node && in_scene) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape);
}
}
}
struct _RigidBody2DInOut {
+ RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
@@ -311,6 +313,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
//put the ones to add
for (int i = 0; i < state->get_contact_count(); i++) {
+ RID rid = state->get_contact_collider(i);
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
@@ -319,6 +322,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
if (!E) {
+ toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
@@ -329,6 +333,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
if (idx == -1) {
+ toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
@@ -344,6 +349,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
+ toremove[toremove_count].rid = E->get().rid;
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
@@ -354,13 +360,13 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
//process removals
for (int i = 0; i < toremove_count; i++) {
- _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
+ _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process additions
for (int i = 0; i < toadd_count; i++) {
- _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
+ _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
contact_monitor->locked = false;
@@ -755,8 +761,8 @@ void RigidBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque");
- ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index e0fc0766bc..47d55d11fa 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -140,10 +140,12 @@ private:
}
};
struct RigidBody2D_RemoveAction {
+ RID rid;
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
+ RID rid;
//int rc;
bool in_scene = false;
VSet<ShapePair> shapes;
@@ -158,7 +160,7 @@ private:
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
+ void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
void _direct_state_changed(Object *p_state);
bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp
index e187e06308..44708cddff 100644
--- a/scene/3d/area_3d.cpp
+++ b/scene/3d/area_3d.cpp
@@ -118,7 +118,7 @@ void Area3D::_body_enter_tree(ObjectID p_id) {
E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
}
@@ -132,7 +132,7 @@ void Area3D::_body_exit_tree(ObjectID p_id) {
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
}
@@ -154,6 +154,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
if (body_in) {
if (!E) {
E = body_map.insert(objid, BodyState());
+ E->get().rid = p_body;
E->get().rc = 0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
@@ -170,7 +171,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
}
if (E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape);
}
} else {
@@ -192,7 +193,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
}
}
if (node && in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape);
}
}
@@ -224,7 +225,7 @@ void Area3D::_clear_monitoring() {
}
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->key(), node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
@@ -253,7 +254,7 @@ void Area3D::_clear_monitoring() {
}
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->key(), node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
@@ -298,7 +299,7 @@ void Area3D::_area_enter_tree(ObjectID p_id) {
E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->area_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_id, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
}
@@ -312,7 +313,7 @@ void Area3D::_area_exit_tree(ObjectID p_id) {
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->area_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_id, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
}
@@ -334,6 +335,7 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
if (area_in) {
if (!E) {
E = area_map.insert(objid, AreaState());
+ E->get().rid = p_area;
E->get().rc = 0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
@@ -350,7 +352,7 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
}
if (!node || E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_entered, objid, node, p_area_shape, p_self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape);
}
} else {
@@ -372,7 +374,7 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
}
}
if (!node || in_tree) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, objid, obj, p_area_shape, p_self_shape);
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape);
}
}
@@ -582,13 +584,13 @@ void Area3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area3D::set_reverb_uniformity);
ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area3D::get_reverb_uniformity);
- ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D")));
- ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::INT, "area_id"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::INT, "area_id"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D")));
ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D")));
@@ -601,7 +603,7 @@ void Area3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point"), "set_gravity_is_point", "is_gravity_a_point");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_vec"), "set_gravity_vector", "get_gravity_vector");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_gravity", "get_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, "-32,32,0.001,or_lesser,or_greater"), "set_gravity", "get_gravity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
diff --git a/scene/3d/area_3d.h b/scene/3d/area_3d.h
index 9605a937af..5b8d612717 100644
--- a/scene/3d/area_3d.h
+++ b/scene/3d/area_3d.h
@@ -83,6 +83,7 @@ private:
};
struct BodyState {
+ RID rid;
int rc = 0;
bool in_tree = false;
VSet<ShapePair> shapes;
@@ -114,6 +115,7 @@ private:
};
struct AreaState {
+ RID rid;
int rc = 0;
bool in_tree = false;
VSet<AreaShapePair> shapes;
diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp
index 628b823f89..2d59461ff0 100644
--- a/scene/3d/gpu_particles_collision_3d.cpp
+++ b/scene/3d/gpu_particles_collision_3d.cpp
@@ -653,7 +653,7 @@ void GPUParticlesCollisionHeightField::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096,8192"), "set_resolution", "get_resolution");
ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "WhenMoved,Always"), "set_update_mode", "get_update_mode");
- ADD_GROUP("Folow Camera", "follow_camera_");
+ ADD_GROUP("Follow Camera", "follow_camera_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_camera_enabled"), "set_follow_camera_mode", "is_follow_camera_mode_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "follow_camera_push_ratio", PROPERTY_HINT_RANGE, "0.01,1,0.01"), "set_follow_camera_push_ratio", "get_follow_camera_push_ratio");
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 1e1ff8320d..e895d18604 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -178,7 +178,7 @@ void RigidBody3D::_body_enter_tree(ObjectID p_id) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
@@ -199,13 +199,13 @@ void RigidBody3D::_body_exit_tree(ObjectID p_id) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
}
-void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -220,6 +220,7 @@ void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
+ E->get().rid = p_body;
//E->get().rc=0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
@@ -236,7 +237,7 @@ void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
}
if (E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
}
} else {
@@ -260,12 +261,13 @@ void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
contact_monitor->body_map.erase(E);
}
if (node && in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape);
}
}
}
struct _RigidBodyInOut {
+ RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
@@ -314,6 +316,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
//put the ones to add
for (int i = 0; i < state->get_contact_count(); i++) {
+ RID rid = state->get_contact_collider(i);
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
@@ -322,6 +325,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
if (!E) {
+ toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
@@ -332,6 +336,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
if (idx == -1) {
+ toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
@@ -347,6 +352,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
+ toremove[toremove_count].rid = E->get().rid;
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
@@ -357,13 +363,13 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
//process removals
for (int i = 0; i < toremove_count; i++) {
- _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
+ _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process additions
for (int i = 0; i < toadd_count; i++) {
- _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
+ _body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
contact_monitor->locked = false;
@@ -745,8 +751,8 @@ void RigidBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
- ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
@@ -1952,6 +1958,8 @@ void PhysicalBone3D::_notification(int p_what) {
if (parent_skeleton) {
if (-1 != bone_id) {
parent_skeleton->unbind_physical_bone_from_bone(bone_id);
+ parent_skeleton->unbind_child_node_from_bone(bone_id, this);
+ bone_id = -1;
}
}
parent_skeleton = nullptr;
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 0f2e829750..818ff97730 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -137,10 +137,12 @@ protected:
}
};
struct RigidBody3D_RemoveAction {
+ RID rid;
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
+ RID rid;
//int rc;
bool in_tree = false;
VSet<ShapePair> shapes;
@@ -155,7 +157,7 @@ protected:
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
+ void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
virtual void _direct_state_changed(Object *p_state);
void _notification(int p_what);
diff --git a/scene/gui/graph_node.cpp b/scene/gui/graph_node.cpp
index 7771970a22..1ca54a16ae 100644
--- a/scene/gui/graph_node.cpp
+++ b/scene/gui/graph_node.cpp
@@ -228,7 +228,7 @@ void GraphNode::_resort() {
}
stretch_avail += stretch_diff - sb->get_margin(SIDE_BOTTOM) - sb->get_margin(SIDE_TOP); //available stretch space.
- /** Second, pass sucessively to discard elements that can't be stretched, this will run while stretchable
+ /** Second, pass successively to discard elements that can't be stretched, this will run while stretchable
elements exist */
while (stretch_ratio_total > 0) { // first of all, don't even be here if no stretchable objects exist
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index fa98a10a26..d594c6c8b6 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -1414,7 +1414,7 @@ CanvasItem::~CanvasItem() {
///////////////////////////////////////////////////////////////////
void CanvasTexture::set_diffuse_texture(const Ref<Texture2D> &p_diffuse) {
- ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_diffuse.ptr()) != nullptr, "Cant self-assign a CanvasTexture");
+ ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_diffuse.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
diffuse_texture = p_diffuse;
RID tex_rid = diffuse_texture.is_valid() ? diffuse_texture->get_rid() : RID();
@@ -1426,7 +1426,7 @@ Ref<Texture2D> CanvasTexture::get_diffuse_texture() const {
}
void CanvasTexture::set_normal_texture(const Ref<Texture2D> &p_normal) {
- ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_normal.ptr()) != nullptr, "Cant self-assign a CanvasTexture");
+ ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_normal.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
normal_texture = p_normal;
RID tex_rid = normal_texture.is_valid() ? normal_texture->get_rid() : RID();
RS::get_singleton()->canvas_texture_set_channel(canvas_texture, RS::CANVAS_TEXTURE_CHANNEL_NORMAL, tex_rid);
@@ -1436,7 +1436,7 @@ Ref<Texture2D> CanvasTexture::get_normal_texture() const {
}
void CanvasTexture::set_specular_texture(const Ref<Texture2D> &p_specular) {
- ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_specular.ptr()) != nullptr, "Cant self-assign a CanvasTexture");
+ ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_specular.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
specular_texture = p_specular;
RID tex_rid = specular_texture.is_valid() ? specular_texture->get_rid() : RID();
RS::get_singleton()->canvas_texture_set_channel(canvas_texture, RS::CANVAS_TEXTURE_CHANNEL_SPECULAR, tex_rid);
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 387af3703b..3e08f86fc9 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -1267,7 +1267,7 @@ void SceneTree::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
ADD_SIGNAL(MethodInfo("tree_changed"));
- ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); //editor only signal, but due to API hash it cant be removed in run-time
+ ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); //editor only signal, but due to API hash it can't be removed in run-time
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index 2e88e1251d..a55df4fbc2 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -231,7 +231,7 @@ private:
Transform2D global_canvas_transform;
Transform2D stretch_transform;
- Size2i size;
+ Size2i size = Size2i(512, 512);
Size2i size_2d_override;
bool size_allocated = false;
bool use_xr = false;
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index a0e3bdf166..841672294e 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -255,7 +255,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const = 0; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ // If no output is connected, the output var passed will be empty. If no input is connected and input is NIL, the input var passed will be empty.
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const = 0;
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 594a494cf1..d3397fad6f 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -74,7 +74,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_constant(float p_value);
float get_constant() const;
@@ -104,7 +104,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_constant(int p_value);
int get_constant() const;
@@ -134,7 +134,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_constant(bool p_value);
bool get_constant() const;
@@ -164,7 +164,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_constant(Color p_value);
Color get_constant() const;
@@ -194,7 +194,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_constant(Vector3 p_value);
Vector3 get_constant() const;
@@ -224,7 +224,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_constant(Transform p_value);
Transform get_constant() const;
@@ -280,7 +280,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_source(Source p_source);
Source get_source() const;
@@ -323,7 +323,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_texture(Ref<CurveTexture> p_value);
Ref<CurveTexture> get_texture() const;
@@ -360,7 +360,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_source(Source p_source);
Source get_source() const;
@@ -455,7 +455,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_source(Source p_source);
Source get_source() const;
@@ -512,7 +512,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -554,7 +554,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -601,7 +601,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -647,7 +647,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -690,7 +690,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -733,7 +733,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -804,7 +804,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -846,7 +846,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -920,7 +920,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -961,7 +961,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -1002,7 +1002,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -1032,7 +1032,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeDotProduct();
};
@@ -1055,7 +1055,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeVectorLen();
};
@@ -1078,7 +1078,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeDeterminant();
};
@@ -1118,7 +1118,7 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeClamp();
};
@@ -1155,7 +1155,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -1195,7 +1195,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -1225,7 +1225,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeFaceForward();
};
@@ -1248,7 +1248,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeOuterProduct();
};
@@ -1288,7 +1288,7 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeStep();
};
@@ -1330,7 +1330,7 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeSmoothStep();
};
@@ -1355,7 +1355,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeVectorDistance();
};
@@ -1378,7 +1378,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeVectorRefract();
};
@@ -1418,7 +1418,7 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeMix();
};
@@ -1443,7 +1443,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeVectorCompose();
};
@@ -1464,7 +1464,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTransformCompose();
};
@@ -1487,7 +1487,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeVectorDecompose();
};
@@ -1508,7 +1508,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTransformDecompose();
};
@@ -1550,7 +1550,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
@@ -1616,7 +1616,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
@@ -1673,7 +1673,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
@@ -1716,7 +1716,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_show_prop_names() const override;
@@ -1758,7 +1758,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
@@ -1801,7 +1801,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
@@ -1858,7 +1858,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual bool is_code_generated() const override;
@@ -1895,7 +1895,7 @@ public:
virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTextureUniformTriplanar();
};
@@ -1918,7 +1918,7 @@ public:
virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTexture2DArrayUniform();
};
@@ -1941,7 +1941,7 @@ public:
virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTexture3DUniform();
};
@@ -1964,7 +1964,7 @@ public:
virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeCubemapUniform();
};
@@ -2092,7 +2092,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_function(Function p_func);
Function get_function() const;
@@ -2153,7 +2153,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_comparison_type(ComparisonType p_type);
ComparisonType get_comparison_type() const;
@@ -2201,7 +2201,7 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
void set_op_type(OpType p_type);
OpType get_op_type() const;
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
index 425546e5ca..1c2dca0259 100644
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ b/servers/physics_2d/physics_server_2d_sw.cpp
@@ -1237,6 +1237,10 @@ void PhysicsServer2DSW::set_active(bool p_active) {
active = p_active;
};
+void PhysicsServer2DSW::set_collision_iterations(int p_iterations) {
+ iterations = p_iterations;
+};
+
void PhysicsServer2DSW::init() {
doing_sync = false;
last_step = 0.001;
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/physics_server_2d_sw.h
index efa0784245..f1eb78a776 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/physics_server_2d_sw.h
@@ -288,6 +288,8 @@ public:
virtual void end_sync() override;
virtual void finish() override;
+ virtual void set_collision_iterations(int p_iterations) override;
+
virtual bool is_flushing_queries() const override { return flushing_queries; }
int get_process_info(ProcessInfo p_info) override;
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h
index 88ac742e40..c776641699 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.h
@@ -303,6 +303,7 @@ public:
FUNC1(free, RID);
FUNC1(set_active, bool);
+ FUNC1(set_collision_iterations, int);
virtual void init() override;
virtual void step(real_t p_step) override;
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index 9d5448dbfa..fcac0587b2 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -690,7 +690,7 @@ public:
Vector3 axis = (p_point_B - p_point_A);
real_t depth = axis.length();
- // Filter out bogus directions with a treshold and re-testing axis.
+ // Filter out bogus directions with a threshold and re-testing axis.
if (separator->best_depth - depth > 0.001) {
separator->test_axis(axis / depth);
}
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 384179f2c3..7c5761cc61 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -675,6 +675,8 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer2D::set_active);
+ ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer2D::set_collision_iterations);
+
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer2D::get_process_info);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index a5cf3f3a46..f2836961f2 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -589,6 +589,8 @@ public:
virtual bool is_flushing_queries() const = 0;
+ virtual void set_collision_iterations(int iterations) = 0;
+
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 24ac85bb35..3a000bd06e 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -1280,6 +1280,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
} else if (mnode->assign_expression != nullptr) {
code += "=";
code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
+ } else if (mnode->call_expression != nullptr) {
+ code += ".";
+ code += _dump_node_code(mnode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
}
} break;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 1d67a3f1df..e09b8f15be 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -662,7 +662,7 @@ void main() {
#endif
#ifdef ALPHA_ANTIALIASING_EDGE_USED
-// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather
#ifdef ALPHA_SCISSOR_USED
alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index b38b8d803d..d488c99b6d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -622,7 +622,7 @@ void main() {
#endif
#ifdef ALPHA_ANTIALIASING_EDGE_USED
-// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather
#ifdef ALPHA_SCISSOR_USED
alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
#endif
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index a61b04afc8..930ac0df70 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -845,7 +845,7 @@ public:
RID_PtrOwner<Instance, true> instance_owner;
- uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
+ uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
virtual RID instance_allocate();
virtual void instance_initialize(RID p_rid);
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index f7be6c6c60..9ac2c1918f 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -322,7 +322,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_
Vector2 point = clip_rect.position + clip_rect.size * signs[j];
if (sign_cmp == light_dir_sign) {
- //both point in same direction, plot offseted
+ //both point in same direction, plot offsetted
points[point_count++] = point + light_dir * cull_distance;
} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
int next_j = (j + 1) % 4;
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index d86c44a206..27bded9810 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -982,7 +982,7 @@ public:
enum InitialAction {
INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params)
INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params)
- INITIAL_ACTION_CLEAR_REGION_CONTINUE, //countinue rendering and clear the framebuffer in the specified region (supply params)
+ INITIAL_ACTION_CLEAR_REGION_CONTINUE, //continue rendering and clear the framebuffer in the specified region (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 43eaf213d7..e92940b31a 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -4301,8 +4301,15 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
mn->assign_expression = assign_expression;
} else if (tk.type == TK_PERIOD) {
- _set_error("Nested array length() is not yet implemented");
- return nullptr;
+ completion_class = TAG_ARRAY;
+ p_block->block_tag = SubClassTag::TAG_ARRAY;
+ Node *call_expression = _parse_and_reduce_expression(p_block, p_function_info);
+ p_block->block_tag = SubClassTag::TAG_GLOBAL;
+ if (!call_expression) {
+ return nullptr;
+ }
+ mn->datatype = call_expression->get_datatype();
+ mn->call_expression = call_expression;
} else if (tk.type == TK_BRACKET_OPEN) {
Node *index_expression = _parse_and_reduce_expression(p_block, p_function_info);
if (!index_expression) {
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index e00f4dce19..cdedc5edbb 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -546,6 +546,7 @@ public:
Node *owner = nullptr;
Node *index_expression = nullptr;
Node *assign_expression = nullptr;
+ Node *call_expression = nullptr;
bool has_swizzling_duplicates = false;
virtual DataType get_datatype() const { return datatype; }
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 49990407e3..a9601fd661 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -873,10 +873,10 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
} else if (i == RS::ARRAY_BONES) {
switch (p_arrays[i].get_type()) {
case Variant::PACKED_INT32_ARRAY: {
- Vector<Vector3> vertexes = p_arrays[RS::ARRAY_VERTEX];
+ Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX];
Vector<int32_t> bones = p_arrays[i];
int32_t bone_8_group_count = bones.size() / (ARRAY_WEIGHTS_SIZE * 2);
- int32_t vertex_count = vertexes.size();
+ int32_t vertex_count = vertices.size();
if (vertex_count == bone_8_group_count) {
format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
}
diff --git a/tests/test_geometry_2d.h b/tests/test_geometry_2d.h
index c9313f3625..32d4114a1c 100644
--- a/tests/test_geometry_2d.h
+++ b/tests/test_geometry_2d.h
@@ -50,7 +50,7 @@ TEST_CASE("[Geometry2D] Point in circle") {
CHECK(Geometry2D::is_point_in_circle(Vector2(7, -42), Vector2(4, -40), 3.7));
CHECK_FALSE(Geometry2D::is_point_in_circle(Vector2(7, -42), Vector2(4, -40), 3.5));
- // This tests points on the edge of the circle. They are treated as beeing inside the circle.
+ // This tests points on the edge of the circle. They are treated as being inside the circle.
// In `is_point_in_triangle` and `is_point_in_polygon` they are treated as being outside, so in order the make
// the behaviour consistent this may change in the future (see issue #44717 and PR #44274).
CHECK(Geometry2D::is_point_in_circle(Vector2(1.0, 0.0), Vector2(0, 0), 1.0));
@@ -65,7 +65,7 @@ TEST_CASE("[Geometry2D] Point in triangle") {
CHECK(Geometry2D::is_point_in_triangle(Vector2(-3, -2.5), Vector2(-1, -4), Vector2(-3, -2), Vector2(-5, -4)));
CHECK_FALSE(Geometry2D::is_point_in_triangle(Vector2(0, 0), Vector2(1, 4), Vector2(3, 2), Vector2(5, 4)));
- // This tests points on the edge of the triangle. They are treated as beeing outside the triangle.
+ // This tests points on the edge of the triangle. They are treated as being outside the triangle.
// In `is_point_in_circle` they are treated as being inside, so in order the make
// the behaviour consistent this may change in the future (see issue #44717 and PR #44274).
CHECK_FALSE(Geometry2D::is_point_in_triangle(Vector2(1, 1), Vector2(-1, 1), Vector2(0, -1), Vector2(1, 1)));
@@ -95,7 +95,7 @@ TEST_CASE("[Geometry2D] Point in polygon") {
CHECK(Geometry2D::is_point_in_polygon(Vector2(370, 55), p));
CHECK(Geometry2D::is_point_in_polygon(Vector2(-160, 190), p));
- // This tests points on the edge of the polygon. They are treated as beeing outside the polygon.
+ // This tests points on the edge of the polygon. They are treated as being outside the polygon.
// In `is_point_in_circle` they are treated as being inside, so in order the make
// the behaviour consistent this may change in the future (see issue #44717 and PR #44274).
CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(68, 112), p));
@@ -227,7 +227,7 @@ TEST_CASE("[Geometry2D] Polygon intersection") {
CHECK(r[0][2].is_equal_approx(Point2(160.52632, 92.63157)));
}
- SUBCASE("[Geometry2D] Intersection with one polygon beeing completly inside the other polygon") {
+ SUBCASE("[Geometry2D] Intersection with one polygon being completely inside the other polygon") {
b.push_back(Point2(80, 100));
b.push_back(Point2(50, 50));
b.push_back(Point2(150, 50));
diff --git a/tests/test_main.cpp b/tests/test_main.cpp
index 0e916697a0..67fb38aa86 100644
--- a/tests/test_main.cpp
+++ b/tests/test_main.cpp
@@ -77,6 +77,7 @@
#include "test_translation.h"
#include "test_validate_testing.h"
#include "test_variant.h"
+#include "test_vector.h"
#include "test_xml_parser.h"
#include "modules/modules_tests.gen.h"
diff --git a/tests/test_rect2.h b/tests/test_rect2.h
index b94a8b7d05..5d58428fc0 100644
--- a/tests/test_rect2.h
+++ b/tests/test_rect2.h
@@ -144,7 +144,7 @@ TEST_CASE("[Rect2] Absolute coordinates") {
"abs() should return the expected Rect2.");
}
-TEST_CASE("[Rect2] Intersecton") {
+TEST_CASE("[Rect2] Intersection") {
CHECK_MESSAGE(
Rect2(0, 100, 1280, 720).intersection(Rect2(0, 300, 100, 100)).is_equal_approx(Rect2(0, 300, 100, 100)),
"intersection() with fully enclosed Rect2 should return the expected result.");
diff --git a/tests/test_vector.h b/tests/test_vector.h
new file mode 100644
index 0000000000..02c56e59f6
--- /dev/null
+++ b/tests/test_vector.h
@@ -0,0 +1,496 @@
+/*************************************************************************/
+/* test_vector.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEST_VECTOR_H
+#define TEST_VECTOR_H
+
+#include "core/templates/vector.h"
+
+#include "tests/test_macros.h"
+
+namespace TestVector {
+
+TEST_CASE("[Vector] Push back and append") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ // Alias for `push_back`.
+ vector.append(4);
+
+ CHECK(vector[0] == 0);
+ CHECK(vector[1] == 1);
+ CHECK(vector[2] == 2);
+ CHECK(vector[3] == 3);
+ CHECK(vector[4] == 4);
+}
+
+TEST_CASE("[Vector] Append array") {
+ Vector<int> vector;
+ vector.push_back(1);
+ vector.push_back(2);
+
+ Vector<int> vector_other;
+ vector_other.push_back(128);
+ vector_other.push_back(129);
+ vector.append_array(vector_other);
+
+ CHECK(vector.size() == 4);
+ CHECK(vector[0] == 1);
+ CHECK(vector[1] == 2);
+ CHECK(vector[2] == 128);
+ CHECK(vector[3] == 129);
+}
+
+TEST_CASE("[Vector] Insert") {
+ Vector<int> vector;
+ vector.insert(0, 2);
+ vector.insert(0, 8);
+ vector.insert(2, 5);
+ vector.insert(1, 5);
+ vector.insert(0, -2);
+
+ CHECK(vector.size() == 5);
+ CHECK(vector[0] == -2);
+ CHECK(vector[1] == 8);
+ CHECK(vector[2] == 5);
+ CHECK(vector[3] == 2);
+ CHECK(vector[4] == 5);
+}
+
+TEST_CASE("[Vector] Ordered insert") {
+ Vector<int> vector;
+ vector.ordered_insert(2);
+ vector.ordered_insert(8);
+ vector.ordered_insert(5);
+ vector.ordered_insert(5);
+ vector.ordered_insert(-2);
+
+ CHECK(vector.size() == 5);
+ CHECK(vector[0] == -2);
+ CHECK(vector[1] == 2);
+ CHECK(vector[2] == 5);
+ CHECK(vector[3] == 5);
+ CHECK(vector[4] == 8);
+}
+
+TEST_CASE("[Vector] Insert + Ordered insert") {
+ Vector<int> vector;
+ vector.ordered_insert(2);
+ vector.ordered_insert(8);
+ vector.insert(0, 5);
+ vector.ordered_insert(5);
+ vector.insert(1, -2);
+
+ CHECK(vector.size() == 5);
+ CHECK(vector[0] == 5);
+ CHECK(vector[1] == -2);
+ CHECK(vector[2] == 2);
+ CHECK(vector[3] == 5);
+ CHECK(vector[4] == 8);
+}
+
+TEST_CASE("[Vector] Fill large array and modify it") {
+ Vector<int> vector;
+ vector.resize(1'000'000);
+ vector.fill(0x60d07);
+
+ vector.write[200] = 0;
+ CHECK(vector.size() == 1'000'000);
+ CHECK(vector[0] == 0x60d07);
+ CHECK(vector[200] == 0);
+ CHECK(vector[499'999] == 0x60d07);
+ CHECK(vector[999'999] == 0x60d07);
+ vector.remove(200);
+ CHECK(vector[200] == 0x60d07);
+
+ vector.clear();
+ CHECK(vector.size() == 0);
+}
+
+TEST_CASE("[Vector] Copy creation") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ vector.push_back(4);
+
+ Vector<int> vector_other = Vector<int>(vector);
+ vector_other.remove(0);
+ CHECK(vector_other[0] == 1);
+ CHECK(vector_other[1] == 2);
+ CHECK(vector_other[2] == 3);
+ CHECK(vector_other[3] == 4);
+
+ // Make sure the original vector isn't modified.
+ CHECK(vector[0] == 0);
+ CHECK(vector[1] == 1);
+ CHECK(vector[2] == 2);
+ CHECK(vector[3] == 3);
+ CHECK(vector[4] == 4);
+}
+
+TEST_CASE("[Vector] Duplicate") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ vector.push_back(4);
+
+ Vector<int> vector_other = vector.duplicate();
+ vector_other.remove(0);
+ CHECK(vector_other[0] == 1);
+ CHECK(vector_other[1] == 2);
+ CHECK(vector_other[2] == 3);
+ CHECK(vector_other[3] == 4);
+
+ // Make sure the original vector isn't modified.
+ CHECK(vector[0] == 0);
+ CHECK(vector[1] == 1);
+ CHECK(vector[2] == 2);
+ CHECK(vector[3] == 3);
+ CHECK(vector[4] == 4);
+}
+
+TEST_CASE("[Vector] Get, set") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ vector.push_back(4);
+
+ CHECK(vector.get(0) == 0);
+ CHECK(vector.get(1) == 1);
+ vector.set(2, 256);
+ CHECK(vector.get(2) == 256);
+ CHECK(vector.get(3) == 3);
+
+ ERR_PRINT_OFF;
+ // Invalid (but should not crash): setting out of bounds.
+ vector.set(6, 500);
+ ERR_PRINT_ON;
+
+ CHECK(vector.get(4) == 4);
+}
+
+TEST_CASE("[Vector] To byte array") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(-1);
+ vector.push_back(2008);
+ vector.push_back(999999999);
+
+ Vector<uint8_t> byte_array = vector.to_byte_array();
+ CHECK(byte_array.size() == 16);
+ // vector[0]
+ CHECK(byte_array[0] == 0);
+ CHECK(byte_array[1] == 0);
+ CHECK(byte_array[2] == 0);
+ CHECK(byte_array[3] == 0);
+
+ // vector[1]
+ CHECK(byte_array[4] == 255);
+ CHECK(byte_array[5] == 255);
+ CHECK(byte_array[6] == 255);
+ CHECK(byte_array[7] == 255);
+
+ // vector[2]
+ CHECK(byte_array[8] == 216);
+ CHECK(byte_array[9] == 7);
+ CHECK(byte_array[10] == 0);
+ CHECK(byte_array[11] == 0);
+
+ // vector[3]
+ CHECK(byte_array[12] == 255);
+ CHECK(byte_array[13] == 201);
+ CHECK(byte_array[14] == 154);
+ CHECK(byte_array[15] == 59);
+}
+
+TEST_CASE("[Vector] Subarray") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ vector.push_back(4);
+
+ Vector<int> subarray1 = vector.subarray(1, 2);
+ CHECK(subarray1.size() == 2);
+ CHECK(subarray1[0] == 1);
+ CHECK(subarray1[1] == 2);
+
+ Vector<int> subarray2 = vector.subarray(1, -1);
+ CHECK(subarray2.size() == 4);
+ CHECK(subarray2[0] == 1);
+ CHECK(subarray2[1] == 2);
+ CHECK(subarray2[2] == 3);
+ CHECK(subarray2[3] == 4);
+
+ Vector<int> subarray3 = vector.subarray(-2, -1);
+ CHECK(subarray3.size() == 2);
+ CHECK(subarray3[0] == 3);
+ CHECK(subarray3[1] == 4);
+
+ Vector<int> subarray4 = vector.subarray(-3, 3);
+ CHECK(subarray4.size() == 2);
+ CHECK(subarray4[0] == 2);
+ CHECK(subarray4[1] == 3);
+}
+
+TEST_CASE("[Vector] Find, has") {
+ Vector<int> vector;
+ vector.push_back(3);
+ vector.push_back(1);
+ vector.push_back(4);
+ vector.push_back(0);
+ vector.push_back(2);
+
+ CHECK(vector[0] == 3);
+ CHECK(vector[1] == 1);
+ CHECK(vector[2] == 4);
+ CHECK(vector[3] == 0);
+ CHECK(vector[4] == 2);
+
+ CHECK(vector.find(0) == 3);
+ CHECK(vector.find(1) == 1);
+ CHECK(vector.find(2) == 4);
+ CHECK(vector.find(3) == 0);
+ CHECK(vector.find(4) == 2);
+
+ CHECK(vector.find(-1) == -1);
+ CHECK(vector.find(5) == -1);
+
+ CHECK(vector.has(0));
+ CHECK(vector.has(1));
+ CHECK(vector.has(2));
+ CHECK(vector.has(3));
+ CHECK(vector.has(4));
+
+ CHECK(!vector.has(-1));
+ CHECK(!vector.has(5));
+}
+
+TEST_CASE("[Vector] Remove") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ vector.push_back(4);
+
+ vector.remove(0);
+
+ CHECK(vector[0] == 1);
+ CHECK(vector[1] == 2);
+ CHECK(vector[2] == 3);
+ CHECK(vector[3] == 4);
+
+ vector.remove(2);
+
+ CHECK(vector[0] == 1);
+ CHECK(vector[1] == 2);
+ CHECK(vector[2] == 4);
+
+ vector.remove(1);
+
+ CHECK(vector[0] == 1);
+ CHECK(vector[1] == 4);
+
+ vector.remove(0);
+
+ CHECK(vector[0] == 4);
+}
+
+TEST_CASE("[Vector] Remove and find") {
+ Vector<int> vector;
+ vector.push_back(0);
+ vector.push_back(1);
+ vector.push_back(2);
+ vector.push_back(3);
+ vector.push_back(4);
+
+ CHECK(vector.size() == 5);
+
+ vector.remove(0);
+
+ CHECK(vector.size() == 4);
+
+ CHECK(vector.find(0) == -1);
+ CHECK(vector.find(1) != -1);
+ CHECK(vector.find(2) != -1);
+ CHECK(vector.find(3) != -1);
+ CHECK(vector.find(4) != -1);
+
+ vector.remove(vector.find(3));
+
+ CHECK(vector.size() == 3);
+
+ CHECK(vector.find(3) == -1);
+ CHECK(vector.find(1) != -1);
+ CHECK(vector.find(2) != -1);
+ CHECK(vector.find(4) != -1);
+
+ vector.remove(vector.find(2));
+
+ CHECK(vector.size() == 2);
+
+ CHECK(vector.find(2) == -1);
+ CHECK(vector.find(1) != -1);
+ CHECK(vector.find(4) != -1);
+
+ vector.remove(vector.find(4));
+
+ CHECK(vector.size() == 1);
+
+ CHECK(vector.find(4) == -1);
+ CHECK(vector.find(1) != -1);
+
+ vector.remove(0);
+
+ CHECK(vector.is_empty());
+ CHECK(vector.size() == 0);
+}
+
+TEST_CASE("[Vector] Erase") {
+ Vector<int> vector;
+ vector.push_back(1);
+ vector.push_back(3);
+ vector.push_back(0);
+ vector.push_back(2);
+ vector.push_back(4);
+
+ CHECK(vector.find(2) == 3);
+
+ vector.erase(2);
+
+ CHECK(vector.find(2) == -1);
+ CHECK(vector.size() == 4);
+}
+
+TEST_CASE("[Vector] Size, resize, reserve") {
+ Vector<int> vector;
+ CHECK(vector.is_empty());
+ CHECK(vector.size() == 0);
+
+ vector.resize(10);
+
+ CHECK(vector.size() == 10);
+
+ vector.resize(5);
+
+ CHECK(vector.size() == 5);
+
+ vector.remove(0);
+ vector.remove(0);
+ vector.remove(0);
+
+ CHECK(vector.size() == 2);
+
+ vector.clear();
+
+ CHECK(vector.size() == 0);
+ CHECK(vector.is_empty());
+
+ vector.push_back(0);
+ vector.push_back(0);
+ vector.push_back(0);
+
+ CHECK(vector.size() == 3);
+
+ vector.push_back(0);
+
+ CHECK(vector.size() == 4);
+}
+
+TEST_CASE("[Vector] Sort") {
+ Vector<int> vector;
+ vector.push_back(2);
+ vector.push_back(8);
+ vector.push_back(-4);
+ vector.push_back(5);
+ vector.sort();
+
+ CHECK(vector.size() == 4);
+ CHECK(vector[0] == -4);
+ CHECK(vector[1] == 2);
+ CHECK(vector[2] == 5);
+ CHECK(vector[3] == 8);
+}
+
+TEST_CASE("[Vector] Sort custom") {
+ Vector<String> vector;
+ vector.push_back("world");
+ vector.push_back("World");
+ vector.push_back("Hello");
+ vector.push_back("10Hello");
+ vector.push_back("12Hello");
+ vector.push_back("01Hello");
+ vector.push_back("1Hello");
+ vector.push_back(".Hello");
+ vector.sort_custom<NaturalNoCaseComparator>();
+
+ CHECK(vector.size() == 8);
+ CHECK(vector[0] == ".Hello");
+ CHECK(vector[1] == "01Hello");
+ CHECK(vector[2] == "1Hello");
+ CHECK(vector[3] == "10Hello");
+ CHECK(vector[4] == "12Hello");
+ CHECK(vector[5] == "Hello");
+ CHECK(vector[6] == "world");
+ CHECK(vector[7] == "World");
+}
+
+TEST_CASE("[Vector] Operators") {
+ Vector<int> vector;
+ vector.push_back(2);
+ vector.push_back(8);
+ vector.push_back(-4);
+ vector.push_back(5);
+
+ Vector<int> vector_other;
+ vector_other.push_back(2);
+ vector_other.push_back(8);
+ vector_other.push_back(-4);
+ vector_other.push_back(5);
+
+ CHECK(vector == vector_other);
+
+ vector_other.push_back(10);
+ CHECK(vector != vector_other);
+}
+
+} // namespace TestVector
+
+#endif // TEST_VECTOR_H