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-rw-r--r--scene/resources/material.cpp25
1 files changed, 10 insertions, 15 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index c1e30dd93c..10d193f950 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -107,18 +107,15 @@ Shader::Mode Material::get_shader_mode() const {
}
bool Material::_can_do_next_pass() const {
- bool ret;
- if (GDVIRTUAL_CALL(_can_do_next_pass, ret)) {
- return ret;
- }
- return false;
+ bool ret = false;
+ GDVIRTUAL_CALL(_can_do_next_pass, ret);
+ return ret;
}
+
bool Material::_can_use_render_priority() const {
- bool ret;
- if (GDVIRTUAL_CALL(_can_use_render_priority, ret)) {
- return ret;
- }
- return false;
+ bool ret = false;
+ GDVIRTUAL_CALL(_can_use_render_priority, ret);
+ return ret;
}
void Material::_bind_methods() {
@@ -2348,7 +2345,7 @@ void BaseMaterial3D::set_on_top_of_alpha() {
set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
-void BaseMaterial3D::set_proximity_fade(bool p_enable) {
+void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
proximity_fade_enabled = p_enable;
_queue_shader_change();
notify_property_list_changed();
@@ -2624,7 +2621,7 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
- ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade);
+ ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled);
ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
@@ -2808,7 +2805,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
ADD_GROUP("Proximity Fade", "proximity_fade_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
ADD_GROUP("MSDF", "msdf_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
@@ -3123,8 +3120,6 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
return true;
}
-
- return false;
}
#endif // DISABLE_DEPRECATED