diff options
Diffstat (limited to 'modules')
-rw-r--r-- | modules/csg/csg_shape.cpp | 52 | ||||
-rw-r--r-- | modules/gdnative/pluginscript/pluginscript_script.cpp | 2 | ||||
-rw-r--r-- | modules/gdscript/editor/gdscript_highlighter.cpp | 4 | ||||
-rw-r--r-- | modules/glslang/register_types.cpp | 7 | ||||
-rw-r--r-- | modules/gltf/doc_classes/GLTFNode.xml | 2 | ||||
-rw-r--r-- | modules/gltf/gltf_document.cpp | 236 | ||||
-rw-r--r-- | modules/gltf/gltf_document.h | 6 | ||||
-rw-r--r-- | modules/gltf/gltf_node.cpp | 11 | ||||
-rw-r--r-- | modules/gltf/gltf_node.h | 4 | ||||
-rw-r--r-- | modules/mono/godotsharp_dirs.cpp | 4 | ||||
-rw-r--r-- | modules/visual_script/visual_script_builtin_funcs.cpp | 1 |
11 files changed, 160 insertions, 169 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index 541b7036ac..67dfdfb5eb 100644 --- a/modules/csg/csg_shape.cpp +++ b/modules/csg/csg_shape.cpp @@ -923,45 +923,43 @@ CSGBrush *CSGSphere3D::_build_brush() { Ref<Material> *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); + const double lat_step = 1.0 / rings; + const double lon_step = 1.0 / radial_segments; int face = 0; - const double lat_step = Math_TAU / rings; - const double lon_step = Math_TAU / radial_segments; - for (int i = 1; i <= rings; i++) { - double lat0 = lat_step * (i - 1) - Math_TAU / 4; - double z0 = Math::sin(lat0); - double zr0 = Math::cos(lat0); - double u0 = double(i - 1) / rings; - - double lat1 = lat_step * i - Math_TAU / 4; - double z1 = Math::sin(lat1); - double zr1 = Math::cos(lat1); - double u1 = double(i) / rings; - - for (int j = radial_segments; j >= 1; j--) { - double lng0 = lon_step * (j - 1); + double lat0 = Math_PI * (0.5 - (i - 1) * lat_step); + double c0 = Math::cos(lat0); + double s0 = Math::sin(lat0); + double v0 = double(i - 1) / rings; + + double lat1 = Math_PI * (0.5 - i * lat_step); + double c1 = Math::cos(lat1); + double s1 = Math::sin(lat1); + double v1 = double(i) / rings; + + for (int j = 1; j <= radial_segments; j++) { + double lng0 = Math_TAU * (0.5 - (j - 1) * lon_step); double x0 = Math::cos(lng0); double y0 = Math::sin(lng0); - double v0 = double(i - 1) / radial_segments; + double u0 = double(j - 1) / radial_segments; - double lng1 = lon_step * j; + double lng1 = Math_TAU * (0.5 - j * lon_step); double x1 = Math::cos(lng1); double y1 = Math::sin(lng1); - double v1 = double(i) / radial_segments; + double u1 = double(j) / radial_segments; Vector3 v[4] = { - Vector3(x1 * zr0, z0, y1 * zr0) * radius, - Vector3(x1 * zr1, z1, y1 * zr1) * radius, - Vector3(x0 * zr1, z1, y0 * zr1) * radius, - Vector3(x0 * zr0, z0, y0 * zr0) * radius + Vector3(x0 * c0, s0, y0 * c0) * radius, + Vector3(x1 * c0, s0, y1 * c0) * radius, + Vector3(x1 * c1, s1, y1 * c1) * radius, + Vector3(x0 * c1, s1, y0 * c1) * radius, }; Vector2 u[4] = { - Vector2(v1, u0), - Vector2(v1, u1), - Vector2(v0, u1), - Vector2(v0, u0), - + Vector2(u0, v0), + Vector2(u1, v0), + Vector2(u1, v1), + Vector2(u0, v1), }; if (i < rings) { diff --git a/modules/gdnative/pluginscript/pluginscript_script.cpp b/modules/gdnative/pluginscript/pluginscript_script.cpp index 93fe3b3992..a48245814f 100644 --- a/modules/gdnative/pluginscript/pluginscript_script.cpp +++ b/modules/gdnative/pluginscript/pluginscript_script.cpp @@ -212,6 +212,8 @@ ScriptInstance *PluginScript::instance_create(Object *p_this) { } bool PluginScript::instance_has(const Object *p_this) const { + ERR_FAIL_COND_V(!_language, false); + _language->lock(); bool hasit = _instances.has((Object *)p_this); _language->unlock(); diff --git a/modules/gdscript/editor/gdscript_highlighter.cpp b/modules/gdscript/editor/gdscript_highlighter.cpp index ca646dff15..d34cccb3af 100644 --- a/modules/gdscript/editor/gdscript_highlighter.cpp +++ b/modules/gdscript/editor/gdscript_highlighter.cpp @@ -546,7 +546,7 @@ void GDScriptSyntaxHighlighter::_update_cache() { } const String text_edit_color_theme = EditorSettings::get_singleton()->get("text_editor/theme/color_theme"); - const bool default_theme = text_edit_color_theme == "Default"; + const bool default_theme = text_edit_color_theme == "Godot 2"; if (default_theme || EditorSettings::get_singleton()->is_dark_theme()) { function_definition_color = Color(0.4, 0.9, 1.0); @@ -558,7 +558,7 @@ void GDScriptSyntaxHighlighter::_update_cache() { EDITOR_DEF("text_editor/highlighting/gdscript/function_definition_color", function_definition_color); EDITOR_DEF("text_editor/highlighting/gdscript/node_path_color", node_path_color); - if (text_edit_color_theme == "Adaptive" || default_theme) { + if (text_edit_color_theme == "Default" || default_theme) { EditorSettings::get_singleton()->set_initial_value( "text_editor/highlighting/gdscript/function_definition_color", function_definition_color, diff --git a/modules/glslang/register_types.cpp b/modules/glslang/register_types.cpp index 4331daadfc..8979eabfc3 100644 --- a/modules/glslang/register_types.cpp +++ b/modules/glslang/register_types.cpp @@ -179,11 +179,18 @@ static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage return ret; } +static String _get_cache_key_function_glsl(const RenderingDevice::Capabilities *p_capabilities) { + String version; + version = "SpirVGen=" + itos(glslang::GetSpirvGeneratorVersion()) + ", major=" + itos(p_capabilities->version_major) + ", minor=" + itos(p_capabilities->version_minor) + " , subgroup_size=" + itos(p_capabilities->subgroup_operations) + " , subgroup_ops=" + itos(p_capabilities->subgroup_operations) + " , subgroup_in_shaders=" + itos(p_capabilities->subgroup_in_shaders); + return version; +} + void preregister_glslang_types() { // initialize in case it's not initialized. This is done once per thread // and it's safe to call multiple times glslang::InitializeProcess(); RenderingDevice::shader_set_compile_function(_compile_shader_glsl); + RenderingDevice::shader_set_get_cache_key_function(_get_cache_key_function_glsl); } void register_glslang_types() { diff --git a/modules/gltf/doc_classes/GLTFNode.xml b/modules/gltf/doc_classes/GLTFNode.xml index 5b7d4fadec..af7be55e4b 100644 --- a/modules/gltf/doc_classes/GLTFNode.xml +++ b/modules/gltf/doc_classes/GLTFNode.xml @@ -13,8 +13,6 @@ </member> <member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array( )"> </member> - <member name="fake_joint_parent" type="int" setter="set_fake_joint_parent" getter="get_fake_joint_parent" default="-1"> - </member> <member name="height" type="int" setter="set_height" getter="get_height" default="-1"> </member> <member name="joint" type="bool" setter="set_joint" getter="get_joint" default="false"> diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index ac76506b87..abac0a2e17 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -2821,8 +2821,8 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) { } blend_weights.write[j] = weights[j]; } - mesh->set_blend_weights(blend_weights); } + mesh->set_blend_weights(blend_weights); mesh->set_mesh(import_mesh); state->meshes.push_back(mesh); @@ -4108,81 +4108,10 @@ Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state, subtree_set.get_members(subtree_nodes, subtree_root); for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) { - ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED); - - // We modified the tree, recompute all the heights - _compute_node_heights(state); - } - } - - return OK; -} - -Error GLTFDocument::_reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const GLTFNodeIndex node_index) { - Ref<GLTFNode> node = state->nodes[node_index]; - - // Can we just "steal" this joint if it is just a spatial node? - if (node->skin < 0 && node->mesh < 0 && node->camera < 0) { - node->joint = true; - // Add the joint to the skeletons joints - skeleton->joints.push_back(node_index); - return OK; - } - - GLTFNode *fake_joint = memnew(GLTFNode); - const GLTFNodeIndex fake_joint_index = state->nodes.size(); - state->nodes.push_back(fake_joint); - - // We better not be a joint, or we messed up in our logic - if (node->joint) { - return FAILED; - } - - fake_joint->translation = node->translation; - fake_joint->rotation = node->rotation; - fake_joint->scale = node->scale; - fake_joint->xform = node->xform; - fake_joint->joint = true; - - // We can use the exact same name here, because the joint will be inside a skeleton and not the scene - fake_joint->set_name(node->get_name()); - - // Clear the nodes transforms, since it will be parented to the fake joint - node->translation = Vector3(0, 0, 0); - node->rotation = Quat(); - node->scale = Vector3(1, 1, 1); - node->xform = Transform(); - - // Transfer the node children to the fake joint - for (int child_i = 0; child_i < node->children.size(); ++child_i) { - Ref<GLTFNode> child = state->nodes[node->children[child_i]]; - child->parent = fake_joint_index; - } - - fake_joint->children = node->children; - node->children.clear(); - - // add the fake joint to the parent and remove the original joint - if (node->parent >= 0) { - Ref<GLTFNode> parent = state->nodes[node->parent]; - parent->children.erase(node_index); - parent->children.push_back(fake_joint_index); - fake_joint->parent = node->parent; - } - - // Add the node to the fake joint - fake_joint->children.push_back(node_index); - node->parent = fake_joint_index; - node->fake_joint_parent = fake_joint_index; - - // Add the fake joint to the skeletons joints - skeleton->joints.push_back(fake_joint_index); - - // Replace skin_skeletons with fake joints if we must. - for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) { - Ref<GLTFSkin> skin = state->skins.write[skin_i]; - if (skin->skin_root == node_index) { - skin->skin_root = fake_joint_index; + Ref<GLTFNode> node = state->nodes[subtree_nodes[subtree_i]]; + node->joint = true; + // Add the joint to the skeletons joints + skeleton->joints.push_back(subtree_nodes[subtree_i]); } } @@ -4920,10 +4849,9 @@ void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) { } } -BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index) { +BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) { Ref<GLTFNode> gltf_node = state->nodes[node_index]; - Ref<GLTFNode> bone_node = state->nodes[gltf_node->parent]; - + Ref<GLTFNode> bone_node = state->nodes[bone_index]; BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D); print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name()); @@ -5008,7 +4936,7 @@ EditorSceneImporterMeshNode3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFSta return mi; } -Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { +Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { Ref<GLTFNode> gltf_node = state->nodes[node_index]; ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr); @@ -5057,7 +4985,7 @@ Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); return light; } - return nullptr; + return memnew(Node3D); } Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { @@ -5429,31 +5357,22 @@ void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> st void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) { Ref<GLTFNode> gltf_node = state->nodes[node_index]; + if (gltf_node->skeleton >= 0) { + _generate_skeleton_bone_node(state, scene_parent, scene_root, node_index); + return; + } + Node3D *current_node = nullptr; // Is our parent a skeleton Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent); - if (gltf_node->skeleton >= 0) { - Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton; - - if (active_skeleton != skeleton) { - ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons"); - - // Add it to the scene if it has not already been added - if (skeleton->get_parent() == nullptr) { - scene_parent->add_child(skeleton); - skeleton->set_owner(scene_root); - } - } - - active_skeleton = skeleton; - current_node = skeleton; - } + const bool non_bone_parented_to_skeleton = active_skeleton; - // If we have an active skeleton, and the node is node skinned, we need to create a bone attachment - if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) { - BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index); + // skinned meshes must not be placed in a bone attachment. + if (non_bone_parented_to_skeleton && gltf_node->skin < 0) { + // Bone Attachment - Parent Case + BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent); scene_parent->add_child(bone_attachment); bone_attachment->set_owner(scene_root); @@ -5467,7 +5386,86 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent } // We still have not managed to make a node - if (current_node == nullptr) { + if (gltf_node->mesh >= 0) { + current_node = _generate_mesh_instance(state, scene_parent, node_index); + } else if (gltf_node->camera >= 0) { + current_node = _generate_camera(state, scene_parent, node_index); + } else if (gltf_node->light >= 0) { + current_node = _generate_light(state, scene_parent, node_index); + } else { + current_node = _generate_spatial(state, scene_parent, node_index); + } + + scene_parent->add_child(current_node); + if (current_node != scene_root) { + current_node->set_owner(scene_root); + } + current_node->set_transform(gltf_node->xform); + current_node->set_name(gltf_node->get_name()); + + state->scene_nodes.insert(node_index, current_node); + + for (int i = 0; i < gltf_node->children.size(); ++i) { + _generate_scene_node(state, current_node, scene_root, gltf_node->children[i]); + } +} + +void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) { + Ref<GLTFNode> gltf_node = state->nodes[node_index]; + + Node3D *current_node = nullptr; + + Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton; + // In this case, this node is already a bone in skeleton. + const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0); + const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0); + + Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent); + if (active_skeleton != skeleton) { + if (active_skeleton) { + // Bone Attachment - Direct Parented Skeleton Case + BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent); + + scene_parent->add_child(bone_attachment); + bone_attachment->set_owner(scene_root); + + // There is no gltf_node that represent this, so just directly create a unique name + bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D")); + + // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node + // and attach it to the bone_attachment + scene_parent = bone_attachment; + WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", node_index)); + } + + // Add it to the scene if it has not already been added + if (skeleton->get_parent() == nullptr) { + scene_parent->add_child(skeleton); + skeleton->set_owner(scene_root); + } + } + + active_skeleton = skeleton; + current_node = skeleton; + + if (requires_extra_node) { + // skinned meshes must not be placed in a bone attachment. + if (!is_skinned_mesh) { + // Bone Attachment - Same Node Case + BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index); + + scene_parent->add_child(bone_attachment); + bone_attachment->set_owner(scene_root); + + // There is no gltf_node that represent this, so just directly create a unique name + bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D")); + + // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node + // and attach it to the bone_attachment + scene_parent = bone_attachment; + } + + // We still have not managed to make a node if (gltf_node->mesh >= 0) { current_node = _generate_mesh_instance(state, scene_parent, node_index); } else if (gltf_node->camera >= 0) { @@ -5476,22 +5474,18 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent current_node = _generate_light(state, scene_parent, node_index); } - if (!current_node) { - current_node = _generate_spatial(state, scene_parent, node_index); - } - scene_parent->add_child(current_node); if (current_node != scene_root) { current_node->set_owner(scene_root); } - current_node->set_transform(gltf_node->xform); + // Do not set transform here. Transform is already applied to our bone. current_node->set_name(gltf_node->get_name()); } state->scene_nodes.insert(node_index, current_node); for (int i = 0; i < gltf_node->children.size(); ++i) { - _generate_scene_node(state, current_node, scene_root, gltf_node->children[i]); + _generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]); } } @@ -5632,28 +5626,30 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, for (Map<int, GLTFAnimation::Track>::Element *track_i = anim->get_tracks().front(); track_i; track_i = track_i->next()) { const GLTFAnimation::Track &track = track_i->get(); - //need to find the path + //need to find the path: for skeletons, weight tracks will affect the mesh NodePath node_path; + //for skeletons, transform tracks always affect bones + NodePath transform_node_path; GLTFNodeIndex node_index = track_i->key(); - if (state->nodes[node_index]->fake_joint_parent >= 0) { - // Should be same as parent - node_index = state->nodes[node_index]->fake_joint_parent; - } const Ref<GLTFNode> gltf_node = state->nodes[track_i->key()]; + Node *root = ap->get_parent(); + ERR_FAIL_COND(root == nullptr); + Map<GLTFNodeIndex, Node *>::Element *node_element = state->scene_nodes.find(node_index); + ERR_CONTINUE_MSG(node_element == nullptr, vformat("Unable to find node %d for animation", node_index)); + node_path = root->get_path_to(node_element->get()); + if (gltf_node->skeleton >= 0) { - const Skeleton3D *sk = Object::cast_to<Skeleton3D>(state->scene_nodes.find(node_index)->get()); + const Skeleton3D *sk = state->skeletons[gltf_node->skeleton]->godot_skeleton; ERR_FAIL_COND(sk == nullptr); const String path = ap->get_parent()->get_path_to(sk); const String bone = gltf_node->get_name(); - node_path = path + ":" + bone; + transform_node_path = path + ":" + bone; } else { - Node *root = ap->get_parent(); - Node *godot_node = state->scene_nodes.find(node_index)->get(); - node_path = root->get_path_to(godot_node); + transform_node_path = node_path; } for (int i = 0; i < track.rotation_track.times.size(); i++) { @@ -5672,11 +5668,13 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, } } - if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) { + // Animated TRS properties will not affect a skinned mesh. + const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0; + if ((track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) { //make transform track int track_idx = animation->get_track_count(); animation->add_track(Animation::TYPE_TRANSFORM); - animation->track_set_path(track_idx, node_path); + animation->track_set_path(track_idx, transform_node_path); //first determine animation length const double increment = 1.0 / bake_fps; diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h index bda1ce87d6..900c367010 100644 --- a/modules/gltf/gltf_document.h +++ b/modules/gltf/gltf_document.h @@ -260,11 +260,12 @@ private: Error _serialize_animations(Ref<GLTFState> state); BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, - const GLTFNodeIndex node_index); + const GLTFNodeIndex node_index, + const GLTFNodeIndex bone_index); EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); - Light3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); + Node3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); void _assign_scene_names(Ref<GLTFState> state); @@ -365,6 +366,7 @@ public: void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index); + void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index); void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps); GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state, diff --git a/modules/gltf/gltf_node.cpp b/modules/gltf/gltf_node.cpp index 777c6fbd9a..f6f33ef009 100644 --- a/modules/gltf/gltf_node.cpp +++ b/modules/gltf/gltf_node.cpp @@ -55,8 +55,6 @@ void GLTFNode::_bind_methods() { ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale); ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children); ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children); - ClassDB::bind_method(D_METHOD("get_fake_joint_parent"), &GLTFNode::get_fake_joint_parent); - ClassDB::bind_method(D_METHOD("set_fake_joint_parent", "fake_joint_parent"), &GLTFNode::set_fake_joint_parent); ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light); ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light); @@ -72,7 +70,6 @@ void GLTFNode::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int> - ADD_PROPERTY(PropertyInfo(Variant::INT, "fake_joint_parent"), "set_fake_joint_parent", "get_fake_joint_parent"); // GLTFNodeIndex ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex } @@ -172,14 +169,6 @@ void GLTFNode::set_children(Vector<int> p_children) { children = p_children; } -GLTFNodeIndex GLTFNode::get_fake_joint_parent() { - return fake_joint_parent; -} - -void GLTFNode::set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) { - fake_joint_parent = p_fake_joint_parent; -} - GLTFLightIndex GLTFNode::get_light() { return light; } diff --git a/modules/gltf/gltf_node.h b/modules/gltf/gltf_node.h index ce8aff8944..3a5689d004 100644 --- a/modules/gltf/gltf_node.h +++ b/modules/gltf/gltf_node.h @@ -53,7 +53,6 @@ private: Quat rotation; Vector3 scale = Vector3(1, 1, 1); Vector<int> children; - GLTFNodeIndex fake_joint_parent = -1; GLTFLightIndex light = -1; protected: @@ -96,9 +95,6 @@ public: Vector<int> get_children(); void set_children(Vector<int> p_children); - GLTFNodeIndex get_fake_joint_parent(); - void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent); - GLTFLightIndex get_light(); void set_light(GLTFLightIndex p_light); }; diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp index 020a40575c..68134b9b20 100644 --- a/modules/mono/godotsharp_dirs.cpp +++ b/modules/mono/godotsharp_dirs.cpp @@ -63,8 +63,8 @@ String _get_expected_build_config() { String _get_mono_user_dir() { #ifdef TOOLS_ENABLED - if (EditorSettings::get_singleton()) { - return EditorSettings::get_singleton()->get_data_dir().plus_file("mono"); + if (EditorPaths::get_singleton()) { + return EditorPaths::get_singleton()->get_data_dir().plus_file("mono"); } else { String settings_path; diff --git a/modules/visual_script/visual_script_builtin_funcs.cpp b/modules/visual_script/visual_script_builtin_funcs.cpp index 3b24de433c..df34ec22ce 100644 --- a/modules/visual_script/visual_script_builtin_funcs.cpp +++ b/modules/visual_script/visual_script_builtin_funcs.cpp @@ -132,6 +132,7 @@ bool VisualScriptBuiltinFunc::has_input_sequence_port() const { case TEXT_PRINT: case TEXT_PRINTERR: case TEXT_PRINTRAW: + case MATH_SEED: return true; default: return false; |