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-rw-r--r--scene/3d/arvr_nodes.h2
-rw-r--r--scene/3d/camera.cpp2
-rw-r--r--scene/3d/camera.h2
-rw-r--r--scene/3d/particles.cpp7
-rw-r--r--scene/3d/physics_body.cpp4
5 files changed, 12 insertions, 5 deletions
diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h
index 8e735f7110..b647df70aa 100644
--- a/scene/3d/arvr_nodes.h
+++ b/scene/3d/arvr_nodes.h
@@ -55,7 +55,7 @@ public:
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
virtual Point2 unproject_position(const Vector3 &p_pos) const;
- virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
+ virtual Vector3 project_position(const Point2 &p_point, float p_z_depth) const;
virtual Vector<Plane> get_frustum() const;
ARVRCamera();
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index 9797b5f3ab..4d9bb69778 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -486,7 +486,7 @@ void Camera::_bind_methods() {
ClassDB::bind_method(D_METHOD("project_ray_origin", "screen_point"), &Camera::project_ray_origin);
ClassDB::bind_method(D_METHOD("unproject_position", "world_point"), &Camera::unproject_position);
ClassDB::bind_method(D_METHOD("is_position_behind", "world_point"), &Camera::is_position_behind);
- ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera::project_position, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera::project_position);
ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective);
ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal);
ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera::set_frustum);
diff --git a/scene/3d/camera.h b/scene/3d/camera.h
index 22223880c1..d81e097fc5 100644
--- a/scene/3d/camera.h
+++ b/scene/3d/camera.h
@@ -142,7 +142,7 @@ public:
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
virtual Point2 unproject_position(const Vector3 &p_pos) const;
bool is_position_behind(const Vector3 &p_pos) const;
- virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
+ virtual Vector3 project_position(const Point2 &p_point, float p_z_depth) const;
Vector<Vector3> get_near_plane_points() const;
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp
index 241eb7d1ca..06b5613eb8 100644
--- a/scene/3d/particles.cpp
+++ b/scene/3d/particles.cpp
@@ -331,6 +331,13 @@ void Particles::_notification(int p_what) {
set_process_internal(false);
}
}
+
+ if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
+ // make sure particles are updated before rendering occurs if they were active before
+ if (is_visible_in_tree() && !VS::get_singleton()->particles_is_inactive(particles)) {
+ VS::get_singleton()->particles_request_process(particles);
+ }
+ }
}
void Particles::_bind_methods() {
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index a02cc4bee6..a107c3bf7a 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -1201,7 +1201,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
if (p_stop_on_slope) {
if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform gt = get_global_transform();
- gt.origin -= collision.travel;
+ gt.origin -= collision.travel.slide(p_floor_direction);
set_global_transform(gt);
return Vector3();
}
@@ -1265,7 +1265,7 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
if (p_stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
- col.travel = p_floor_direction * p_floor_direction.dot(col.travel);
+ col.travel = col.travel.project(p_floor_direction);
}
} else {
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.