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-rw-r--r--scene/2d/animated_sprite.cpp6
-rw-r--r--scene/2d/animated_sprite.h4
-rw-r--r--scene/2d/area_2d.cpp4
-rw-r--r--scene/2d/area_2d.h4
-rw-r--r--scene/2d/audio_stream_player_2d.cpp4
-rw-r--r--scene/2d/audio_stream_player_2d.h4
-rw-r--r--scene/2d/back_buffer_copy.cpp4
-rw-r--r--scene/2d/back_buffer_copy.h4
-rw-r--r--scene/2d/camera_2d.cpp52
-rw-r--r--scene/2d/camera_2d.h16
-rw-r--r--scene/2d/canvas_item.cpp32
-rw-r--r--scene/2d/canvas_item.h8
-rw-r--r--scene/2d/canvas_modulate.cpp4
-rw-r--r--scene/2d/canvas_modulate.h4
-rw-r--r--scene/2d/collision_object_2d.cpp29
-rw-r--r--scene/2d/collision_object_2d.h9
-rw-r--r--scene/2d/collision_polygon_2d.cpp19
-rw-r--r--scene/2d/collision_polygon_2d.h8
-rw-r--r--scene/2d/collision_shape_2d.cpp22
-rw-r--r--scene/2d/collision_shape_2d.h8
-rw-r--r--scene/2d/cpu_particles_2d.cpp9
-rw-r--r--scene/2d/cpu_particles_2d.h4
-rw-r--r--scene/2d/joints_2d.cpp4
-rw-r--r--scene/2d/joints_2d.h4
-rw-r--r--scene/2d/light_2d.cpp8
-rw-r--r--scene/2d/light_2d.h4
-rw-r--r--scene/2d/light_occluder_2d.cpp4
-rw-r--r--scene/2d/light_occluder_2d.h4
-rw-r--r--scene/2d/line_2d.cpp4
-rw-r--r--scene/2d/line_2d.h4
-rw-r--r--scene/2d/line_builder.cpp8
-rw-r--r--scene/2d/line_builder.h6
-rw-r--r--scene/2d/mesh_instance_2d.cpp4
-rw-r--r--scene/2d/mesh_instance_2d.h4
-rw-r--r--scene/2d/navigation_2d.cpp (renamed from scene/2d/navigation2d.cpp)8
-rw-r--r--scene/2d/navigation_2d.h (renamed from scene/2d/navigation2d.h)8
-rw-r--r--scene/2d/navigation_polygon.cpp6
-rw-r--r--scene/2d/navigation_polygon.h4
-rw-r--r--scene/2d/node_2d.cpp6
-rw-r--r--scene/2d/node_2d.h4
-rw-r--r--scene/2d/parallax_background.cpp4
-rw-r--r--scene/2d/parallax_background.h4
-rw-r--r--scene/2d/parallax_layer.cpp4
-rw-r--r--scene/2d/parallax_layer.h4
-rw-r--r--scene/2d/particles_2d.cpp9
-rw-r--r--scene/2d/particles_2d.h4
-rw-r--r--scene/2d/path_2d.cpp8
-rw-r--r--scene/2d/path_2d.h4
-rw-r--r--scene/2d/path_texture.cpp4
-rw-r--r--scene/2d/path_texture.h4
-rw-r--r--scene/2d/physics_body_2d.cpp6
-rw-r--r--scene/2d/physics_body_2d.h4
-rw-r--r--scene/2d/polygon_2d.cpp315
-rw-r--r--scene/2d/polygon_2d.h14
-rw-r--r--scene/2d/position_2d.cpp4
-rw-r--r--scene/2d/position_2d.h4
-rw-r--r--scene/2d/ray_cast_2d.cpp4
-rw-r--r--scene/2d/ray_cast_2d.h4
-rw-r--r--scene/2d/remote_transform_2d.cpp4
-rw-r--r--scene/2d/remote_transform_2d.h4
-rw-r--r--scene/2d/skeleton_2d.cpp4
-rw-r--r--scene/2d/skeleton_2d.h4
-rw-r--r--scene/2d/sprite.cpp4
-rw-r--r--scene/2d/sprite.h4
-rw-r--r--scene/2d/tile_map.cpp13
-rw-r--r--scene/2d/tile_map.h6
-rw-r--r--scene/2d/touch_screen_button.cpp (renamed from scene/2d/screen_button.cpp)9
-rw-r--r--scene/2d/touch_screen_button.h (renamed from scene/2d/screen_button.h)14
-rw-r--r--scene/2d/visibility_notifier_2d.cpp4
-rw-r--r--scene/2d/visibility_notifier_2d.h4
-rw-r--r--scene/2d/y_sort.cpp4
-rw-r--r--scene/2d/y_sort.h4
-rw-r--r--scene/3d/SCsub2
-rw-r--r--scene/3d/area.cpp5
-rw-r--r--scene/3d/area.h4
-rw-r--r--scene/3d/arvr_nodes.cpp4
-rw-r--r--scene/3d/arvr_nodes.h4
-rw-r--r--scene/3d/audio_stream_player_3d.cpp53
-rw-r--r--scene/3d/audio_stream_player_3d.h4
-rw-r--r--scene/3d/baked_lightmap.cpp4
-rw-r--r--scene/3d/baked_lightmap.h4
-rw-r--r--scene/3d/bone_attachment.cpp4
-rw-r--r--scene/3d/bone_attachment.h4
-rw-r--r--scene/3d/camera.cpp5
-rw-r--r--scene/3d/camera.h4
-rw-r--r--scene/3d/collision_object.cpp4
-rw-r--r--scene/3d/collision_object.h4
-rw-r--r--scene/3d/collision_polygon.cpp4
-rw-r--r--scene/3d/collision_polygon.h4
-rw-r--r--scene/3d/collision_shape.cpp4
-rw-r--r--scene/3d/collision_shape.h4
-rw-r--r--scene/3d/cpu_particles.cpp15
-rw-r--r--scene/3d/cpu_particles.h4
-rw-r--r--scene/3d/gi_probe.cpp4
-rw-r--r--scene/3d/gi_probe.h4
-rw-r--r--scene/3d/immediate_geometry.cpp4
-rw-r--r--scene/3d/immediate_geometry.h4
-rw-r--r--scene/3d/interpolated_camera.cpp4
-rw-r--r--scene/3d/interpolated_camera.h4
-rw-r--r--scene/3d/light.cpp4
-rw-r--r--scene/3d/light.h4
-rw-r--r--scene/3d/listener.cpp4
-rw-r--r--scene/3d/listener.h4
-rw-r--r--scene/3d/mesh_instance.cpp6
-rw-r--r--scene/3d/mesh_instance.h4
-rw-r--r--scene/3d/multimesh_instance.cpp4
-rw-r--r--scene/3d/multimesh_instance.h4
-rw-r--r--scene/3d/navigation.cpp4
-rw-r--r--scene/3d/navigation.h4
-rw-r--r--scene/3d/navigation_mesh.cpp4
-rw-r--r--scene/3d/navigation_mesh.h4
-rw-r--r--scene/3d/particles.cpp10
-rw-r--r--scene/3d/particles.h4
-rw-r--r--scene/3d/path.cpp308
-rw-r--r--scene/3d/path.h52
-rw-r--r--scene/3d/physics_body.cpp15
-rw-r--r--scene/3d/physics_body.h4
-rw-r--r--scene/3d/physics_joint.cpp4
-rw-r--r--scene/3d/physics_joint.h4
-rw-r--r--scene/3d/portal.cpp4
-rw-r--r--scene/3d/portal.h4
-rw-r--r--scene/3d/position_3d.cpp4
-rw-r--r--scene/3d/position_3d.h4
-rw-r--r--scene/3d/proximity_group.cpp4
-rw-r--r--scene/3d/proximity_group.h4
-rw-r--r--scene/3d/ray_cast.cpp4
-rw-r--r--scene/3d/ray_cast.h4
-rw-r--r--scene/3d/reflection_probe.cpp4
-rw-r--r--scene/3d/reflection_probe.h6
-rw-r--r--scene/3d/remote_transform.cpp4
-rw-r--r--scene/3d/remote_transform.h4
-rw-r--r--scene/3d/room_instance.cpp4
-rw-r--r--scene/3d/room_instance.h4
-rw-r--r--scene/3d/skeleton.cpp8
-rw-r--r--scene/3d/skeleton.h4
-rw-r--r--scene/3d/soft_body.cpp4
-rw-r--r--scene/3d/soft_body.h4
-rw-r--r--scene/3d/spatial.cpp7
-rw-r--r--scene/3d/spatial.h4
-rw-r--r--scene/3d/spatial_velocity_tracker.cpp4
-rw-r--r--scene/3d/spatial_velocity_tracker.h4
-rw-r--r--scene/3d/spring_arm.cpp4
-rw-r--r--scene/3d/spring_arm.h4
-rw-r--r--scene/3d/sprite_3d.cpp38
-rw-r--r--scene/3d/sprite_3d.h4
-rw-r--r--scene/3d/vehicle_body.cpp4
-rw-r--r--scene/3d/vehicle_body.h4
-rw-r--r--scene/3d/visibility_notifier.cpp4
-rw-r--r--scene/3d/visibility_notifier.h4
-rw-r--r--scene/3d/visual_instance.cpp4
-rw-r--r--scene/3d/visual_instance.h4
-rw-r--r--scene/3d/voxel_light_baker.cpp9
-rw-r--r--scene/3d/voxel_light_baker.h4
-rw-r--r--scene/3d/world_environment.cpp (renamed from scene/3d/scenario_fx.cpp)8
-rw-r--r--scene/3d/world_environment.h (renamed from scene/3d/scenario_fx.h)6
-rw-r--r--scene/animation/animation_blend_space_1d.cpp6
-rw-r--r--scene/animation/animation_blend_space_1d.h4
-rw-r--r--scene/animation/animation_blend_space_2d.cpp41
-rw-r--r--scene/animation/animation_blend_space_2d.h5
-rw-r--r--scene/animation/animation_blend_tree.cpp31
-rw-r--r--scene/animation/animation_blend_tree.h5
-rw-r--r--scene/animation/animation_cache.cpp4
-rw-r--r--scene/animation/animation_cache.h4
-rw-r--r--scene/animation/animation_node_state_machine.cpp9
-rw-r--r--scene/animation/animation_node_state_machine.h4
-rw-r--r--scene/animation/animation_player.cpp44
-rw-r--r--scene/animation/animation_player.h49
-rw-r--r--scene/animation/animation_tree.cpp11
-rw-r--r--scene/animation/animation_tree.h4
-rw-r--r--scene/animation/animation_tree_player.cpp4
-rw-r--r--scene/animation/animation_tree_player.h12
-rw-r--r--scene/animation/root_motion_view.cpp4
-rw-r--r--scene/animation/root_motion_view.h4
-rw-r--r--scene/animation/skeleton_ik.cpp4
-rw-r--r--scene/animation/skeleton_ik.h4
-rw-r--r--scene/animation/tween.cpp4
-rw-r--r--scene/animation/tween.h4
-rw-r--r--scene/audio/audio_stream_player.cpp (renamed from scene/audio/audio_player.cpp)8
-rw-r--r--scene/audio/audio_stream_player.h (renamed from scene/audio/audio_player.h)13
-rw-r--r--scene/gui/base_button.cpp16
-rw-r--r--scene/gui/base_button.h4
-rw-r--r--scene/gui/box_container.cpp8
-rw-r--r--scene/gui/box_container.h4
-rw-r--r--scene/gui/button.cpp4
-rw-r--r--scene/gui/button.h4
-rw-r--r--scene/gui/center_container.cpp4
-rw-r--r--scene/gui/center_container.h4
-rw-r--r--scene/gui/check_box.cpp4
-rw-r--r--scene/gui/check_box.h4
-rw-r--r--scene/gui/check_button.cpp4
-rw-r--r--scene/gui/check_button.h4
-rw-r--r--scene/gui/color_picker.cpp114
-rw-r--r--scene/gui/color_picker.h4
-rw-r--r--scene/gui/color_rect.cpp4
-rw-r--r--scene/gui/color_rect.h4
-rw-r--r--scene/gui/container.cpp5
-rw-r--r--scene/gui/container.h4
-rw-r--r--scene/gui/control.cpp4
-rw-r--r--scene/gui/control.h4
-rw-r--r--scene/gui/dialogs.cpp4
-rw-r--r--scene/gui/dialogs.h4
-rw-r--r--scene/gui/file_dialog.cpp4
-rw-r--r--scene/gui/file_dialog.h4
-rw-r--r--scene/gui/gradient_edit.cpp4
-rw-r--r--scene/gui/gradient_edit.h6
-rw-r--r--scene/gui/graph_edit.cpp16
-rw-r--r--scene/gui/graph_edit.h4
-rw-r--r--scene/gui/graph_node.cpp163
-rw-r--r--scene/gui/graph_node.h4
-rw-r--r--scene/gui/grid_container.cpp8
-rw-r--r--scene/gui/grid_container.h4
-rw-r--r--scene/gui/item_list.cpp10
-rw-r--r--scene/gui/item_list.h4
-rw-r--r--scene/gui/label.cpp4
-rw-r--r--scene/gui/label.h4
-rw-r--r--scene/gui/line_edit.cpp20
-rw-r--r--scene/gui/line_edit.h4
-rw-r--r--scene/gui/link_button.cpp4
-rw-r--r--scene/gui/link_button.h6
-rw-r--r--scene/gui/margin_container.cpp42
-rw-r--r--scene/gui/margin_container.h4
-rw-r--r--scene/gui/menu_button.cpp4
-rw-r--r--scene/gui/menu_button.h4
-rw-r--r--scene/gui/nine_patch_rect.cpp4
-rw-r--r--scene/gui/nine_patch_rect.h4
-rw-r--r--scene/gui/option_button.cpp11
-rw-r--r--scene/gui/option_button.h5
-rw-r--r--scene/gui/panel.cpp4
-rw-r--r--scene/gui/panel.h4
-rw-r--r--scene/gui/panel_container.cpp4
-rw-r--r--scene/gui/panel_container.h4
-rw-r--r--scene/gui/popup.cpp45
-rw-r--r--scene/gui/popup.h4
-rw-r--r--scene/gui/popup_menu.cpp4
-rw-r--r--scene/gui/popup_menu.h4
-rw-r--r--scene/gui/progress_bar.cpp5
-rw-r--r--scene/gui/progress_bar.h4
-rw-r--r--scene/gui/range.cpp4
-rw-r--r--scene/gui/range.h4
-rw-r--r--scene/gui/reference_rect.cpp4
-rw-r--r--scene/gui/reference_rect.h4
-rw-r--r--scene/gui/rich_text_label.cpp4
-rw-r--r--scene/gui/rich_text_label.h4
-rw-r--r--scene/gui/scroll_bar.cpp4
-rw-r--r--scene/gui/scroll_bar.h4
-rw-r--r--scene/gui/scroll_container.cpp5
-rw-r--r--scene/gui/scroll_container.h4
-rw-r--r--scene/gui/separator.cpp4
-rw-r--r--scene/gui/separator.h4
-rw-r--r--scene/gui/shortcut.cpp4
-rw-r--r--scene/gui/shortcut.h4
-rw-r--r--scene/gui/slider.cpp4
-rw-r--r--scene/gui/slider.h4
-rw-r--r--scene/gui/spin_box.cpp4
-rw-r--r--scene/gui/spin_box.h4
-rw-r--r--scene/gui/split_container.cpp8
-rw-r--r--scene/gui/split_container.h4
-rw-r--r--scene/gui/tab_container.cpp5
-rw-r--r--scene/gui/tab_container.h4
-rw-r--r--scene/gui/tabs.cpp4
-rw-r--r--scene/gui/tabs.h4
-rw-r--r--scene/gui/text_edit.cpp68
-rw-r--r--scene/gui/text_edit.h6
-rw-r--r--scene/gui/texture_button.cpp4
-rw-r--r--scene/gui/texture_button.h6
-rw-r--r--scene/gui/texture_progress.cpp4
-rw-r--r--scene/gui/texture_progress.h4
-rw-r--r--scene/gui/texture_rect.cpp4
-rw-r--r--scene/gui/texture_rect.h4
-rw-r--r--scene/gui/tool_button.cpp4
-rw-r--r--scene/gui/tool_button.h4
-rw-r--r--scene/gui/tree.cpp25
-rw-r--r--scene/gui/tree.h6
-rw-r--r--scene/gui/video_player.cpp4
-rw-r--r--scene/gui/video_player.h4
-rw-r--r--scene/gui/viewport_container.cpp4
-rw-r--r--scene/gui/viewport_container.h4
-rw-r--r--scene/main/canvas_layer.cpp4
-rw-r--r--scene/main/canvas_layer.h4
-rw-r--r--scene/main/http_request.cpp7
-rw-r--r--scene/main/http_request.h4
-rw-r--r--scene/main/instance_placeholder.cpp4
-rw-r--r--scene/main/instance_placeholder.h4
-rw-r--r--scene/main/node.cpp99
-rw-r--r--scene/main/node.h8
-rw-r--r--scene/main/resource_preloader.cpp4
-rw-r--r--scene/main/resource_preloader.h4
-rw-r--r--scene/main/scene_tree.cpp45
-rw-r--r--scene/main/scene_tree.h6
-rwxr-xr-xscene/main/timer.cpp4
-rwxr-xr-xscene/main/timer.h4
-rw-r--r--scene/main/viewport.cpp81
-rw-r--r--scene/main/viewport.h9
-rw-r--r--scene/register_scene_types.cpp60
-rw-r--r--scene/register_scene_types.h4
-rw-r--r--scene/resources/animation.cpp23
-rw-r--r--scene/resources/animation.h4
-rw-r--r--scene/resources/audio_stream_sample.cpp4
-rw-r--r--scene/resources/audio_stream_sample.h4
-rw-r--r--scene/resources/bit_map.cpp (renamed from scene/resources/bit_mask.cpp)10
-rw-r--r--scene/resources/bit_map.h (renamed from scene/resources/bit_mask.h)12
-rw-r--r--scene/resources/bounds.cpp52
-rw-r--r--scene/resources/bounds.h52
-rw-r--r--scene/resources/box_shape.cpp4
-rw-r--r--scene/resources/box_shape.h4
-rw-r--r--scene/resources/canvas.cpp4
-rw-r--r--scene/resources/canvas.h4
-rw-r--r--scene/resources/capsule_shape.cpp4
-rw-r--r--scene/resources/capsule_shape.h4
-rw-r--r--scene/resources/capsule_shape_2d.cpp4
-rw-r--r--scene/resources/capsule_shape_2d.h4
-rw-r--r--scene/resources/circle_shape_2d.cpp4
-rw-r--r--scene/resources/circle_shape_2d.h4
-rw-r--r--scene/resources/concave_polygon_shape.cpp4
-rw-r--r--scene/resources/concave_polygon_shape.h4
-rw-r--r--scene/resources/concave_polygon_shape_2d.cpp4
-rw-r--r--scene/resources/concave_polygon_shape_2d.h4
-rw-r--r--scene/resources/convex_polygon_shape.cpp4
-rw-r--r--scene/resources/convex_polygon_shape.h4
-rw-r--r--scene/resources/convex_polygon_shape_2d.cpp4
-rw-r--r--scene/resources/convex_polygon_shape_2d.h4
-rw-r--r--scene/resources/curve.cpp36
-rw-r--r--scene/resources/curve.h4
-rw-r--r--scene/resources/cylinder_shape.cpp4
-rw-r--r--scene/resources/cylinder_shape.h4
-rw-r--r--scene/resources/default_theme/default_theme.cpp6
-rw-r--r--scene/resources/default_theme/default_theme.h4
-rw-r--r--scene/resources/default_theme/tab_disabled.pngbin0 -> 1233 bytes
-rw-r--r--scene/resources/default_theme/theme_data.h6
-rw-r--r--scene/resources/dynamic_font.cpp22
-rw-r--r--scene/resources/dynamic_font.h10
-rw-r--r--scene/resources/dynamic_font_stb.cpp4
-rw-r--r--scene/resources/dynamic_font_stb.h4
-rw-r--r--scene/resources/environment.cpp42
-rw-r--r--scene/resources/environment.h6
-rw-r--r--scene/resources/font.cpp5
-rw-r--r--scene/resources/font.h4
-rw-r--r--scene/resources/gradient.cpp (renamed from scene/resources/color_ramp.cpp)9
-rw-r--r--scene/resources/gradient.h (renamed from scene/resources/color_ramp.h)12
-rw-r--r--scene/resources/line_shape_2d.cpp (renamed from scene/resources/shape_line_2d.cpp)9
-rw-r--r--scene/resources/line_shape_2d.h (renamed from scene/resources/shape_line_2d.h)12
-rw-r--r--scene/resources/material.cpp16
-rw-r--r--scene/resources/material.h4
-rw-r--r--scene/resources/mesh.cpp10
-rw-r--r--scene/resources/mesh.h4
-rw-r--r--scene/resources/mesh_data_tool.cpp4
-rw-r--r--scene/resources/mesh_data_tool.h4
-rw-r--r--scene/resources/mesh_library.cpp4
-rw-r--r--scene/resources/mesh_library.h4
-rw-r--r--scene/resources/multimesh.cpp17
-rw-r--r--scene/resources/multimesh.h6
-rw-r--r--scene/resources/packed_scene.cpp8
-rw-r--r--scene/resources/packed_scene.h4
-rw-r--r--scene/resources/particles_material.cpp4
-rw-r--r--scene/resources/particles_material.h4
-rw-r--r--scene/resources/physics_material.cpp4
-rw-r--r--scene/resources/physics_material.h4
-rw-r--r--scene/resources/plane_shape.cpp4
-rw-r--r--scene/resources/plane_shape.h4
-rw-r--r--scene/resources/polygon_path_finder.cpp4
-rw-r--r--scene/resources/polygon_path_finder.h4
-rw-r--r--scene/resources/primitive_meshes.cpp4
-rw-r--r--scene/resources/primitive_meshes.h4
-rw-r--r--scene/resources/ray_shape.cpp4
-rw-r--r--scene/resources/ray_shape.h4
-rw-r--r--scene/resources/rectangle_shape_2d.cpp4
-rw-r--r--scene/resources/rectangle_shape_2d.h4
-rw-r--r--scene/resources/resource_format_text.cpp (renamed from scene/resources/scene_format_text.cpp)13
-rw-r--r--scene/resources/resource_format_text.h (renamed from scene/resources/scene_format_text.h)12
-rw-r--r--scene/resources/room.cpp4
-rw-r--r--scene/resources/room.h4
-rw-r--r--scene/resources/segment_shape_2d.cpp4
-rw-r--r--scene/resources/segment_shape_2d.h4
-rw-r--r--scene/resources/shader.cpp4
-rw-r--r--scene/resources/shader.h4
-rw-r--r--scene/resources/shape.cpp4
-rw-r--r--scene/resources/shape.h4
-rw-r--r--scene/resources/shape_2d.cpp20
-rw-r--r--scene/resources/shape_2d.h8
-rw-r--r--scene/resources/sky.cpp (renamed from scene/resources/sky_box.cpp)9
-rw-r--r--scene/resources/sky.h (renamed from scene/resources/sky_box.h)13
-rw-r--r--scene/resources/space_2d.cpp4
-rw-r--r--scene/resources/space_2d.h4
-rw-r--r--scene/resources/sphere_shape.cpp4
-rw-r--r--scene/resources/sphere_shape.h4
-rw-r--r--scene/resources/style_box.cpp11
-rw-r--r--scene/resources/style_box.h8
-rw-r--r--scene/resources/surface_tool.cpp16
-rw-r--r--scene/resources/surface_tool.h8
-rw-r--r--scene/resources/text_file.cpp4
-rw-r--r--scene/resources/text_file.h4
-rw-r--r--scene/resources/texture.cpp64
-rw-r--r--scene/resources/texture.h12
-rw-r--r--scene/resources/theme.cpp33
-rw-r--r--scene/resources/theme.h5
-rw-r--r--scene/resources/tile_set.cpp61
-rw-r--r--scene/resources/tile_set.h10
-rw-r--r--scene/resources/video_stream.cpp4
-rw-r--r--scene/resources/video_stream.h4
-rw-r--r--scene/resources/visual_shader.cpp138
-rw-r--r--scene/resources/visual_shader.h11
-rw-r--r--scene/resources/visual_shader_nodes.cpp64
-rw-r--r--scene/resources/visual_shader_nodes.h58
-rw-r--r--scene/resources/world.cpp4
-rw-r--r--scene/resources/world.h4
-rw-r--r--scene/resources/world_2d.cpp4
-rw-r--r--scene/resources/world_2d.h4
-rw-r--r--scene/scene_string_names.cpp6
-rw-r--r--scene/scene_string_names.h8
409 files changed, 2435 insertions, 2007 deletions
diff --git a/scene/2d/animated_sprite.cpp b/scene/2d/animated_sprite.cpp
index b11c2c2886..28ddf6b5f8 100644
--- a/scene/2d/animated_sprite.cpp
+++ b/scene/2d/animated_sprite.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -395,8 +395,8 @@ void AnimatedSprite::_notification(int p_what) {
int fc = frames->get_frame_count(animation);
if (frame >= fc - 1) {
if (frames->get_animation_loop(animation)) {
- emit_signal(SceneStringNames::get_singleton()->animation_finished);
frame = 0;
+ emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
frame = fc - 1;
if (!is_over) {
diff --git a/scene/2d/animated_sprite.h b/scene/2d/animated_sprite.h
index 7270ee4d0e..8753f88799 100644
--- a/scene/2d/animated_sprite.h
+++ b/scene/2d/animated_sprite.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp
index 4a4aaf3238..63c4758a34 100644
--- a/scene/2d/area_2d.cpp
+++ b/scene/2d/area_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h
index cd60b6c1e1..2d1527810e 100644
--- a/scene/2d/area_2d.h
+++ b/scene/2d/area_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp
index c2af725919..961d2b00ef 100644
--- a/scene/2d/audio_stream_player_2d.cpp
+++ b/scene/2d/audio_stream_player_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h
index e68e6eeca5..cc00b59010 100644
--- a/scene/2d/audio_stream_player_2d.h
+++ b/scene/2d/audio_stream_player_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/back_buffer_copy.cpp b/scene/2d/back_buffer_copy.cpp
index e06c30ec6b..4a4bc4410f 100644
--- a/scene/2d/back_buffer_copy.cpp
+++ b/scene/2d/back_buffer_copy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/back_buffer_copy.h b/scene/2d/back_buffer_copy.h
index b1ee12544b..52b0c016cc 100644
--- a/scene/2d/back_buffer_copy.h
+++ b/scene/2d/back_buffer_copy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index cc297d742d..11846654c5 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -61,6 +61,20 @@ void Camera2D::_update_scroll() {
};
}
+void Camera2D::_update_process_mode() {
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_process_internal(false);
+ set_physics_process_internal(false);
+ } else if (process_mode == CAMERA2D_PROCESS_IDLE) {
+ set_process_internal(true);
+ set_physics_process_internal(false);
+ } else {
+ set_process_internal(false);
+ set_physics_process_internal(true);
+ }
+}
+
void Camera2D::set_zoom(const Vector2 &p_zoom) {
zoom = p_zoom;
@@ -143,7 +157,7 @@ Transform2D Camera2D::get_camera_transform() {
if (smoothing_enabled && !Engine::get_singleton()->is_editor_hint()) {
- float c = smoothing * get_process_delta_time();
+ float c = smoothing * (process_mode == CAMERA2D_PROCESS_PHYSICS ? get_physics_process_delta_time() : get_process_delta_time());
smoothed_camera_pos = ((camera_pos - smoothed_camera_pos) * c) + smoothed_camera_pos;
ret_camera_pos = smoothed_camera_pos;
//camera_pos=camera_pos*(1.0-smoothing)+new_camera_pos*smoothing;
@@ -217,14 +231,15 @@ void Camera2D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_INTERNAL_PROCESS: {
+ case NOTIFICATION_INTERNAL_PROCESS:
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
_update_scroll();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
- if (!is_processing_internal())
+ if (!is_processing_internal() && !is_physics_processing_internal())
_update_scroll();
} break;
@@ -245,10 +260,7 @@ void Camera2D::_notification(int p_what) {
add_to_group(group_name);
add_to_group(canvas_group_name);
- if (Engine::get_singleton()->is_editor_hint()) {
- set_process_internal(false);
- }
-
+ _update_process_mode();
_update_scroll();
first = true;
@@ -379,6 +391,20 @@ bool Camera2D::is_rotating() const {
return rotating;
}
+void Camera2D::set_process_mode(Camera2DProcessMode p_mode) {
+
+ if (process_mode == p_mode)
+ return;
+
+ process_mode = p_mode;
+ _update_process_mode();
+}
+
+Camera2D::Camera2DProcessMode Camera2D::get_process_mode() const {
+
+ return process_mode;
+}
+
void Camera2D::_make_current(Object *p_which) {
if (p_which == this) {
@@ -410,6 +436,7 @@ void Camera2D::make_current() {
} else {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", this);
}
+ _update_scroll();
}
void Camera2D::clear_current() {
@@ -656,6 +683,9 @@ void Camera2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_scroll"), &Camera2D::_update_scroll);
+ ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Camera2D::set_process_mode);
+ ClassDB::bind_method(D_METHOD("get_process_mode"), &Camera2D::get_process_mode);
+
ClassDB::bind_method(D_METHOD("_set_current", "current"), &Camera2D::_set_current);
ClassDB::bind_method(D_METHOD("is_current"), &Camera2D::is_current);
@@ -716,6 +746,7 @@ void Camera2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "_set_current", "is_current");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "zoom"), "set_zoom", "get_zoom");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_process_mode", "get_process_mode");
ADD_GROUP("Limit", "limit_");
ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_left"), "set_limit", "get_limit", MARGIN_LEFT);
@@ -749,6 +780,8 @@ void Camera2D::_bind_methods() {
BIND_ENUM_CONSTANT(ANCHOR_MODE_FIXED_TOP_LEFT);
BIND_ENUM_CONSTANT(ANCHOR_MODE_DRAG_CENTER);
+ BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_PHYSICS);
+ BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_IDLE);
}
Camera2D::Camera2D() {
@@ -771,6 +804,7 @@ Camera2D::Camera2D() {
limit_smoothing_enabled = false;
custom_viewport = NULL;
custom_viewport_id = 0;
+ process_mode = CAMERA2D_PROCESS_IDLE;
smoothing = 5.0;
zoom = Vector2(1, 1);
diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h
index 99571500bf..7f16ecff41 100644
--- a/scene/2d/camera_2d.h
+++ b/scene/2d/camera_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -44,6 +44,11 @@ public:
ANCHOR_MODE_DRAG_CENTER
};
+ enum Camera2DProcessMode {
+ CAMERA2D_PROCESS_PHYSICS,
+ CAMERA2D_PROCESS_IDLE
+ };
+
protected:
Point2 camera_pos;
Point2 smoothed_camera_pos;
@@ -73,6 +78,7 @@ protected:
float v_ofs;
Point2 camera_screen_center;
+ void _update_process_mode();
void _update_scroll();
void _make_current(Object *p_which);
@@ -84,6 +90,8 @@ protected:
bool limit_drawing_enabled;
bool margin_drawing_enabled;
+ Camera2DProcessMode process_mode;
+
protected:
virtual Transform2D get_camera_transform();
void _notification(int p_what);
@@ -126,6 +134,9 @@ public:
void set_follow_smoothing(float p_speed);
float get_follow_smoothing() const;
+ void set_process_mode(Camera2DProcessMode p_mode);
+ Camera2DProcessMode get_process_mode() const;
+
void make_current();
void clear_current();
bool is_current() const;
@@ -156,5 +167,6 @@ public:
};
VARIANT_ENUM_CAST(Camera2D::AnchorMode);
+VARIANT_ENUM_CAST(Camera2D::Camera2DProcessMode);
#endif // CAMERA_2D_H
diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp
index 2534f676ca..2739f71543 100644
--- a/scene/2d/canvas_item.cpp
+++ b/scene/2d/canvas_item.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -64,6 +64,7 @@ void CanvasItemMaterial::init_shaders() {
void CanvasItemMaterial::finish_shaders() {
memdelete(dirty_materials);
+ memdelete(shader_names);
dirty_materials = NULL;
#ifndef NO_THREADS
@@ -130,19 +131,15 @@ void CanvasItemMaterial::_update_shader() {
code += "\tVERTEX.xy /= vec2(h_frames, v_frames);\n";
- code += "\tint total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
- code += "\tint frame = int(float(total_frames) * INSTANCE_CUSTOM.z);\n";
- code += "\tif (particles_anim_loop) {\n";
- code += "\t\tframe = abs(frame) % total_frames;\n";
+ code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += "\tif (!particles_anim_loop) {\n";
+ code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += "\t} else {\n";
- code += "\t\tframe = clamp(frame, 0, total_frames - 1);\n";
- code += "\t}\n";
-
- code += "\tfloat frame_w = 1.0 / h_frames;\n";
- code += "\tfloat frame_h = 1.0 / v_frames;\n";
- code += "\tUV.x = UV.x * frame_w + frame_w * float(frame % particles_anim_h_frames);\n";
- code += "\tUV.y = UV.y * frame_h + frame_h * float(frame / particles_anim_h_frames);\n";
-
+ code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
+ code += "\t}";
+ code += "\tUV /= vec2(h_frames, v_frames);\n";
+ code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
code += "}\n";
}
@@ -433,6 +430,11 @@ void CanvasItem::hide() {
_change_notify("visible");
}
+CanvasItem *CanvasItem::current_item_drawn = NULL;
+CanvasItem *CanvasItem::get_current_item_drawn() {
+ return current_item_drawn;
+}
+
void CanvasItem::_update_callback() {
if (!is_inside_tree()) {
@@ -448,11 +450,13 @@ void CanvasItem::_update_callback() {
first_draw = false;
}
drawing = true;
+ current_item_drawn = this;
notification(NOTIFICATION_DRAW);
emit_signal(SceneStringNames::get_singleton()->draw);
if (get_script_instance()) {
get_script_instance()->call_multilevel_reversed(SceneStringNames::get_singleton()->_draw, NULL, 0);
}
+ current_item_drawn = NULL;
drawing = false;
}
//todo updating = false
diff --git a/scene/2d/canvas_item.h b/scene/2d/canvas_item.h
index 1a6016e6e1..bf7cfa8e75 100644
--- a/scene/2d/canvas_item.h
+++ b/scene/2d/canvas_item.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -222,6 +222,8 @@ private:
void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
bool _is_on_top() const { return !is_draw_behind_parent_enabled(); }
+ static CanvasItem *current_item_drawn;
+
protected:
_FORCE_INLINE_ void _notify_transform() {
if (!is_inside_tree()) return;
@@ -324,6 +326,8 @@ public:
void draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale);
void draw_set_transform_matrix(const Transform2D &p_matrix);
+ static CanvasItem *get_current_item_drawn();
+
/* RECT / TRANSFORM */
void set_as_toplevel(bool p_toplevel);
diff --git a/scene/2d/canvas_modulate.cpp b/scene/2d/canvas_modulate.cpp
index 2f8568ccbf..bd7bb97b03 100644
--- a/scene/2d/canvas_modulate.cpp
+++ b/scene/2d/canvas_modulate.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/canvas_modulate.h b/scene/2d/canvas_modulate.h
index 888ed95f6b..101abb4f00 100644
--- a/scene/2d/canvas_modulate.h
+++ b/scene/2d/canvas_modulate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp
index 738f7ddf59..d54070df8d 100644
--- a/scene/2d/collision_object_2d.cpp
+++ b/scene/2d/collision_object_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -163,7 +163,7 @@ void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool
ShapeData &sd = shapes[p_owner];
sd.one_way_collision = p_enable;
for (int i = 0; i < sd.shapes.size(); i++) {
- Physics2DServer::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, p_enable);
+ Physics2DServer::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
}
}
@@ -174,6 +174,27 @@ bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owne
return shapes[p_owner].one_way_collision;
}
+void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, float p_margin) {
+
+ if (area)
+ return; //not for areas
+
+ ERR_FAIL_COND(!shapes.has(p_owner));
+
+ ShapeData &sd = shapes[p_owner];
+ sd.one_way_collision_margin = p_margin;
+ for (int i = 0; i < sd.shapes.size(); i++) {
+ Physics2DServer::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
+ }
+}
+
+float CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const {
+
+ ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
+
+ return shapes[p_owner].one_way_collision_margin;
+}
+
void CollisionObject2D::get_shape_owners(List<uint32_t> *r_owners) {
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
@@ -390,6 +411,8 @@ void CollisionObject2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject2D::is_shape_owner_disabled);
ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision", "owner_id", "enable"), &CollisionObject2D::shape_owner_set_one_way_collision);
ClassDB::bind_method(D_METHOD("is_shape_owner_one_way_collision_enabled", "owner_id"), &CollisionObject2D::is_shape_owner_one_way_collision_enabled);
+ ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision_margin", "owner_id", "margin"), &CollisionObject2D::shape_owner_set_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_shape_owner_one_way_collision_margin", "owner_id"), &CollisionObject2D::get_shape_owner_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject2D::shape_owner_add_shape);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject2D::shape_owner_get_shape_count);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape);
diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h
index 29a00bd9f9..8aa3330f37 100644
--- a/scene/2d/collision_object_2d.h
+++ b/scene/2d/collision_object_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -54,10 +54,12 @@ class CollisionObject2D : public Node2D {
Vector<Shape> shapes;
bool disabled;
bool one_way_collision;
+ float one_way_collision_margin;
ShapeData() {
disabled = false;
one_way_collision = false;
+ one_way_collision_margin = 0;
owner = NULL;
}
};
@@ -98,6 +100,9 @@ public:
void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
+ void shape_owner_set_one_way_collision_margin(uint32_t p_owner, float p_margin);
+ float get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
+
void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
int shape_owner_get_shape_count(uint32_t p_owner) const;
Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp
index 07bbbd9321..5edd49b3a3 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/collision_polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -122,6 +122,7 @@ void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
return;
parent->shape_owner_set_disabled(owner_id, disabled);
parent->shape_owner_set_one_way_collision(owner_id, one_way_collision);
+ parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
void CollisionPolygon2D::_notification(int p_what) {
@@ -311,6 +312,16 @@ bool CollisionPolygon2D::is_one_way_collision_enabled() const {
return one_way_collision;
}
+void CollisionPolygon2D::set_one_way_collision_margin(float p_margin) {
+ one_way_collision_margin = p_margin;
+ if (parent) {
+ parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
+ }
+}
+
+float CollisionPolygon2D::get_one_way_collision_margin() const {
+ return one_way_collision_margin;
+}
void CollisionPolygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
@@ -322,11 +333,14 @@ void CollisionPolygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1"), "set_one_way_collision_margin", "get_one_way_collision_margin");
BIND_ENUM_CONSTANT(BUILD_SOLIDS);
BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
@@ -341,4 +355,5 @@ CollisionPolygon2D::CollisionPolygon2D() {
owner_id = 0;
disabled = false;
one_way_collision = false;
+ one_way_collision_margin = 1.0;
}
diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h
index 412a923292..b88679f15b 100644
--- a/scene/2d/collision_polygon_2d.h
+++ b/scene/2d/collision_polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -54,6 +54,7 @@ protected:
CollisionObject2D *parent;
bool disabled;
bool one_way_collision;
+ float one_way_collision_margin;
Vector<Vector<Vector2> > _decompose_in_convex();
@@ -84,6 +85,9 @@ public:
void set_one_way_collision(bool p_enable);
bool is_one_way_collision_enabled() const;
+ void set_one_way_collision_margin(float p_margin);
+ float get_one_way_collision_margin() const;
+
CollisionPolygon2D();
};
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp
index d3e25d541a..5440a1d8c3 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/collision_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -36,9 +36,9 @@
#include "scene/resources/circle_shape_2d.h"
#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape_2d.h"
+#include "scene/resources/line_shape_2d.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/segment_shape_2d.h"
-#include "scene/resources/shape_line_2d.h"
void CollisionShape2D::_shape_changed() {
@@ -52,6 +52,7 @@ void CollisionShape2D::_update_in_shape_owner(bool p_xform_only) {
return;
parent->shape_owner_set_disabled(owner_id, disabled);
parent->shape_owner_set_one_way_collision(owner_id, one_way_collision);
+ parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
void CollisionShape2D::_notification(int p_what) {
@@ -219,6 +220,17 @@ bool CollisionShape2D::is_one_way_collision_enabled() const {
return one_way_collision;
}
+void CollisionShape2D::set_one_way_collision_margin(float p_margin) {
+ one_way_collision_margin = p_margin;
+ if (parent) {
+ parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
+ }
+}
+
+float CollisionShape2D::get_one_way_collision_margin() const {
+ return one_way_collision_margin;
+}
+
void CollisionShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape2D::set_shape);
@@ -227,11 +239,14 @@ void CollisionShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape2D::is_disabled);
ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionShape2D::set_one_way_collision);
ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionShape2D::is_one_way_collision_enabled);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionShape2D::set_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionShape2D::get_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("_shape_changed"), &CollisionShape2D::_shape_changed);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1"), "set_one_way_collision_margin", "get_one_way_collision_margin");
}
CollisionShape2D::CollisionShape2D() {
@@ -242,4 +257,5 @@ CollisionShape2D::CollisionShape2D() {
parent = NULL;
disabled = false;
one_way_collision = false;
+ one_way_collision_margin = 1.0;
}
diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/collision_shape_2d.h
index ed2c09d53d..e913b4a866 100644
--- a/scene/2d/collision_shape_2d.h
+++ b/scene/2d/collision_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -46,6 +46,7 @@ class CollisionShape2D : public Node2D {
void _shape_changed();
bool disabled;
bool one_way_collision;
+ float one_way_collision_margin;
void _update_in_shape_owner(bool p_xform_only = false);
@@ -65,6 +66,9 @@ public:
void set_one_way_collision(bool p_enable);
bool is_one_way_collision_enabled() const;
+ void set_one_way_collision_margin(float p_margin);
+ float get_one_way_collision_margin() const;
+
virtual String get_configuration_warning() const;
CollisionShape2D();
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 93ad99272c..eaed1da0ba 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -594,7 +594,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
if (restart_time >= prev_time) {
restart = true;
if (fractional_delta) {
- local_delta = (1.0 - restart_time + time) * lifetime;
+ local_delta = (lifetime - restart_time + time) * lifetime;
}
} else if (restart_time < time) {
@@ -840,7 +840,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
- p.transform.elements[0] = p.velocity.normalized();
+ p.transform.elements[1] = p.velocity.normalized();
p.transform.elements[0] = p.transform.elements[1].tangent();
}
@@ -1378,6 +1378,7 @@ CPUParticles2D::CPUParticles2D() {
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 1);
//set_param(PARAM_ORBIT_VELOCITY, 0);
set_param(PARAM_LINEAR_ACCEL, 0);
+ set_param(PARAM_ANGULAR_VELOCITY, 0);
set_param(PARAM_RADIAL_ACCEL, 0);
set_param(PARAM_TANGENTIAL_ACCEL, 0);
set_param(PARAM_DAMPING, 0);
diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h
index d967c3be26..b1adf62980 100644
--- a/scene/2d/cpu_particles_2d.h
+++ b/scene/2d/cpu_particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/joints_2d.cpp b/scene/2d/joints_2d.cpp
index b9a48e1fdc..5b14b3e8e1 100644
--- a/scene/2d/joints_2d.cpp
+++ b/scene/2d/joints_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/joints_2d.h b/scene/2d/joints_2d.h
index 744994f0a7..a3951eb9d2 100644
--- a/scene/2d/joints_2d.h
+++ b/scene/2d/joints_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp
index e6a5a0b651..d1fce74085 100644
--- a/scene/2d/light_2d.cpp
+++ b/scene/2d/light_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -431,7 +431,7 @@ void Light2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "StreamTexture,ImageTexture"), "set_texture", "get_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
@@ -450,7 +450,7 @@ void Light2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
diff --git a/scene/2d/light_2d.h b/scene/2d/light_2d.h
index 40469cfbc8..b1940f64cd 100644
--- a/scene/2d/light_2d.h
+++ b/scene/2d/light_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp
index ab15b49985..5334caed67 100644
--- a/scene/2d/light_occluder_2d.cpp
+++ b/scene/2d/light_occluder_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/light_occluder_2d.h b/scene/2d/light_occluder_2d.h
index d59c9100b0..498d65d764 100644
--- a/scene/2d/light_occluder_2d.h
+++ b/scene/2d/light_occluder_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp
index 6faf8c2855..105eb82afb 100644
--- a/scene/2d/line_2d.cpp
+++ b/scene/2d/line_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h
index 6918018c12..5bbd38e460 100644
--- a/scene/2d/line_2d.h
+++ b/scene/2d/line_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index d5e8a33805..eb09d3c9d3 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -279,6 +279,10 @@ void LineBuilder::build() {
}
} else {
// No intersection: fallback
+ if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
+ // There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL
+ current_joint_mode = Line2D::LINE_JOINT_BEVEL;
+ }
pos_up1 = corner_pos_up;
pos_down1 = corner_pos_down;
}
diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h
index f9d26f12af..b961385e33 100644
--- a/scene/2d/line_builder.h
+++ b/scene/2d/line_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -34,7 +34,7 @@
#include "core/color.h"
#include "core/math/vector2.h"
#include "line_2d.h"
-#include "scene/resources/color_ramp.h"
+#include "scene/resources/gradient.h"
class LineBuilder {
public:
diff --git a/scene/2d/mesh_instance_2d.cpp b/scene/2d/mesh_instance_2d.cpp
index 46777665d8..b382ca7b33 100644
--- a/scene/2d/mesh_instance_2d.cpp
+++ b/scene/2d/mesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/mesh_instance_2d.h b/scene/2d/mesh_instance_2d.h
index c9889c1c03..4d81c8088a 100644
--- a/scene/2d/mesh_instance_2d.h
+++ b/scene/2d/mesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/navigation2d.cpp b/scene/2d/navigation_2d.cpp
index 1b789bab9d..57e0a5b118 100644
--- a/scene/2d/navigation2d.cpp
+++ b/scene/2d/navigation_2d.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* navigation2d.cpp */
+/* navigation_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "navigation2d.h"
+#include "navigation_2d.h"
#define USE_ENTRY_POINT
diff --git a/scene/2d/navigation2d.h b/scene/2d/navigation_2d.h
index 02c46d5de1..b4d659ff5c 100644
--- a/scene/2d/navigation2d.h
+++ b/scene/2d/navigation_2d.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* navigation2d.h */
+/* navigation_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -171,4 +171,4 @@ public:
Navigation2D();
};
-#endif // Navigation2D2D_H
+#endif // NAVIGATION_2D_H
diff --git a/scene/2d/navigation_polygon.cpp b/scene/2d/navigation_polygon.cpp
index 9154929e0b..0f6af358bd 100644
--- a/scene/2d/navigation_polygon.cpp
+++ b/scene/2d/navigation_polygon.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,7 @@
#include "core/core_string_names.h"
#include "core/engine.h"
-#include "navigation2d.h"
+#include "navigation_2d.h"
#include "thirdparty/misc/triangulator.h"
diff --git a/scene/2d/navigation_polygon.h b/scene/2d/navigation_polygon.h
index d7684c2d94..ebbe67d949 100644
--- a/scene/2d/navigation_polygon.h
+++ b/scene/2d/navigation_polygon.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp
index 2d9bbfe657..f4430d93f6 100644
--- a/scene/2d/node_2d.cpp
+++ b/scene/2d/node_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -376,7 +376,7 @@ void Node2D::look_at(const Vector2 &p_pos) {
float Node2D::get_angle_to(const Vector2 &p_pos) const {
- return (get_global_transform().affine_inverse().xform(p_pos)).angle();
+ return (to_local(p_pos) * get_scale()).angle();
}
Point2 Node2D::to_local(Point2 p_global) const {
diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h
index 924a84fb88..c07dc88720 100644
--- a/scene/2d/node_2d.h
+++ b/scene/2d/node_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp
index 59cb16fe91..96e13396c5 100644
--- a/scene/2d/parallax_background.cpp
+++ b/scene/2d/parallax_background.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/parallax_background.h b/scene/2d/parallax_background.h
index 31d1c553a2..38d59ac737 100644
--- a/scene/2d/parallax_background.h
+++ b/scene/2d/parallax_background.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/parallax_layer.cpp b/scene/2d/parallax_layer.cpp
index 06de723f27..baf5b5967b 100644
--- a/scene/2d/parallax_layer.cpp
+++ b/scene/2d/parallax_layer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/parallax_layer.h b/scene/2d/parallax_layer.h
index b2b98b0ef6..b5db111a38 100644
--- a/scene/2d/parallax_layer.h
+++ b/scene/2d/parallax_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/particles_2d.cpp b/scene/2d/particles_2d.cpp
index 35b7e7da3e..9701998f5d 100644
--- a/scene/2d/particles_2d.cpp
+++ b/scene/2d/particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -30,6 +30,7 @@
#include "particles_2d.h"
+#include "core/os/os.h"
#include "scene/resources/particles_material.h"
#include "scene/scene_string_names.h"
@@ -213,6 +214,10 @@ bool Particles2D::get_fractional_delta() const {
String Particles2D::get_configuration_warning() const {
+ if (OS::get_singleton()->get_current_video_driver() == OS::VIDEO_DRIVER_GLES2) {
+ return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles\" option for this purpose.");
+ }
+
String warnings;
if (process_material.is_null()) {
diff --git a/scene/2d/particles_2d.h b/scene/2d/particles_2d.h
index 6d52f8b28e..a0104b4b16 100644
--- a/scene/2d/particles_2d.h
+++ b/scene/2d/particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index 5eae43b2d5..271e132002 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -261,7 +261,7 @@ void PathFollow2D::_validate_property(PropertyInfo &property) const {
if (path && path->get_curve().is_valid())
max = path->get_curve()->get_baked_length();
- property.hint_string = "0," + rtos(max) + ",0.01";
+ property.hint_string = "0," + rtos(max) + ",0.01,or_greater";
}
}
@@ -304,7 +304,7 @@ void PathFollow2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_lookahead"), &PathFollow2D::get_lookahead);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_greater"), "set_offset", "get_offset");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotate"), "set_rotate", "is_rotating");
diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h
index 64696442c3..4efad19938 100644
--- a/scene/2d/path_2d.h
+++ b/scene/2d/path_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/path_texture.cpp b/scene/2d/path_texture.cpp
index d36a9fb65a..3de2079ebe 100644
--- a/scene/2d/path_texture.cpp
+++ b/scene/2d/path_texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/path_texture.h b/scene/2d/path_texture.h
index 7a347c0653..313aa772c4 100644
--- a/scene/2d/path_texture.h
+++ b/scene/2d/path_texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index c440512c84..499e2a90ac 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -1290,7 +1290,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if (Vector2() == lv_n + p_floor_direction && collision.travel.length() < 1) {
+ if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform2D gt = get_global_transform();
gt.elements[2] -= collision.travel.project(p_floor_direction.tangent());
set_global_transform(gt);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index c7b42add84..89dd1e5341 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index aa6d57a67d..54b304f851 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -81,7 +81,11 @@ bool Polygon2D::_edit_use_rect() const {
bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
- return Geometry::is_point_in_polygon(p_point - get_offset(), Variant(polygon));
+ Vector<Vector2> polygon2d = Variant(polygon);
+ if (internal_vertices > 0) {
+ polygon2d.resize(polygon2d.size() - internal_vertices);
+ }
+ return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
}
void Polygon2D::_notification(int p_what) {
@@ -108,9 +112,17 @@ void Polygon2D::_notification(int p_what) {
Vector<int> bones;
Vector<float> weights;
- points.resize(polygon.size());
+ int len = polygon.size();
+ if ((invert || polygons.size() == 0) && internal_vertices > 0) {
+ //if no polygons are around, internal vertices must not be drawn, else let them be
+ len -= internal_vertices;
+ }
+
+ if (len <= 0) {
+ return;
+ }
+ points.resize(len);
- int len = points.size();
{
PoolVector<Vector2>::Read polyr = polygon.read();
@@ -177,7 +189,8 @@ void Polygon2D::_notification(int p_what) {
Transform2D texmat(tex_rot, tex_ofs);
texmat.scale(tex_scale);
Size2 tex_size = texture->get_size();
- uvs.resize(points.size());
+
+ uvs.resize(len);
if (points.size() == uv.size()) {
@@ -196,7 +209,7 @@ void Polygon2D::_notification(int p_what) {
if (skeleton_node && !invert && bone_weights.size()) {
//a skeleton is set! fill indices and weights
- int vc = points.size();
+ int vc = len;
bones.resize(vc * 4);
weights.resize(vc * 4);
@@ -258,93 +271,245 @@ void Polygon2D::_notification(int p_what) {
}
Vector<Color> colors;
- int color_len = vertex_colors.size();
- colors.resize(len);
- {
+ if (vertex_colors.size() == points.size()) {
+ colors.resize(len);
PoolVector<Color>::Read color_r = vertex_colors.read();
- for (int i = 0; i < color_len && i < len; i++) {
+ for (int i = 0; i < len; i++) {
colors.write[i] = color_r[i];
}
- for (int i = color_len; i < len; i++) {
- colors.write[i] = color;
- }
+ } else {
+ colors.push_back(color);
}
// Vector<int> indices = Geometry::triangulate_polygon(points);
// VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
- if (invert || splits.size() == 0) {
+ if (invert || polygons.size() == 0) {
Vector<int> indices = Geometry::triangulate_polygon(points);
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
} else {
+ //draw individual polygons
+ Vector<int> total_indices;
+ for (int i = 0; i < polygons.size(); i++) {
+ PoolVector<int> src_indices = polygons[i];
+ int ic = src_indices.size();
+ if (ic < 3)
+ continue;
+ PoolVector<int>::Read r = src_indices.read();
+
+ Vector<Vector2> tmp_points;
+ tmp_points.resize(ic);
+
+ for (int j = 0; j < ic; j++) {
+ int idx = r[j];
+ ERR_CONTINUE(idx < 0 || idx >= points.size());
+ tmp_points.write[j] = points[r[j]];
+ }
+ Vector<int> indices = Geometry::triangulate_polygon(tmp_points);
+ int ic2 = indices.size();
+ const int *r2 = indices.ptr();
+
+ int bic = total_indices.size();
+ total_indices.resize(bic + ic2);
+ int *w2 = total_indices.ptrw();
+
+ for (int j = 0; j < ic2; j++) {
+ w2[j + bic] = r[r2[j]];
+ }
+ }
+
+ if (total_indices.size()) {
+ VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ }
+
+#if 0
//use splits
Vector<int> loop;
int sc = splits.size();
PoolVector<int>::Read r = splits.read();
- int last = points.size();
+
+ print_line("has splits, amount " + itos(splits.size()));
Vector<Vector<int> > loops;
- for (int i = 0; i < last; i++) {
+ // find a point that can be used to begin, must not be in a split, and have to the left and right the same one
+ // like this one -> x---o
+ // \ / \ .
+ // o---o
+ int base_point = -1;
+ {
+ int current_point = -1;
+ int base_point_prev_split = -1;
+
+
+ for (int i = 0; i < points.size(); i++) {
+
+ //find if this point is in a split
+ int split_index = -1;
+ bool has_prev_split = false;
+ int min_dist_to_end = 0x7FFFFFFF;
+
+ for (int j = 0; j < sc; j += 2) {
+
+ int split_pos = -1;
+ int split_end = -1;
+
+ if (r[j + 0] == i) { //found split in first point
+ split_pos = r[j + 0];
+ split_end = r[j + 1];
+ } else if (r[j + 1] == i) { //found split in second point
+ split_pos = r[j + 1];
+ split_end = r[j + 0];
+ }
+
+ if (split_pos == split_end) {
+ continue; //either nothing found or begin == end, this not a split in either case
+ }
+
+ if (j == base_point_prev_split) {
+ has_prev_split = true;
+ }
+
+ //compute distance from split pos to split end in current traversal direction
+ int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
+
+ if (dist_to_end < min_dist_to_end) {
+ //always keep the valid split with the least distance to the loop
+ min_dist_to_end = dist_to_end;
+ split_index = j;
+ }
+ }
+
+ if (split_index == -1) {
+ current_point = i; //no split here, we are testing this point
+ } else if (has_prev_split) {
+ base_point = current_point; // there is a split and it contains the previous visited split, success
+ break;
+ } else {
+ //invalidate current point and keep split
+ current_point = -1;
+ base_point_prev_split = split_index;
+ }
+ }
+ }
+
+ print_line("found base point: " + itos(base_point));
- int split;
- int min_end = -1;
+ if (base_point != -1) {
+ int point = base_point;
+ int last = base_point;
+ //go through all the points, find splits
do {
- loop.push_back(i);
+ int split;
+ int last_dist_to_end = -1; //maximum valid distance to end
- split = -1;
- int end = -1;
+ do {
- for (int j = 0; j < sc; j += 2) {
- if (r[j + 1] >= last)
- continue; //no longer valid
- if (min_end != -1 && r[j + 1] >= min_end)
- continue;
- if (r[j] == i) {
- if (split == -1 || r[j + 1] > end) {
- split = r[j];
- end = r[j + 1];
+ loop.push_back(point); //push current point
+
+ split = -1;
+ int end = -1;
+
+ int max_dist_to_end = 0;
+
+ //find if this point is in a split
+ for (int j = 0; j < sc; j += 2) {
+
+ int split_pos = -1;
+ int split_end = -1;
+
+ if (r[j + 0] == point) { //match first split index
+ split_pos = r[j + 0];
+ split_end = r[j + 1];
+ } else if (r[j + 1] == point) { //match second split index
+ split_pos = r[j + 1];
+ split_end = r[j + 0];
+ }
+
+ if (split_pos == split_end) {
+ continue; //either nothing found or begin == end, this not a split in either case
+ }
+
+ //compute distance from split pos to split end
+ int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
+
+ if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
+ //distance must be shorter than in last iteration, means we've tested this before so ignore
+ continue;
+ } else if (dist_to_end > max_dist_to_end) {
+ //always keep the valid point with the most distance (as long as it's valid)
+ max_dist_to_end = dist_to_end;
+ split = split_pos;
+ end = split_end;
}
}
- }
- if (split != -1) {
- for (int j = end; j < last; j++) {
- loop.push_back(j);
+ if (split != -1) {
+ //found a split!
+ int from = end;
+
+ //add points until last is reached
+ while (true) {
+ //find if point is in a split
+ loop.push_back(from);
+
+ if (from == last) {
+ break;
+ }
+
+ from++;
+ if (from >= points.size()) { //wrap if reached end
+ from = 0;
+ }
+
+ if (from == loop[0]) {
+ break; //end because we reached split source
+ }
+ }
+
+ loops.push_back(loop); //done with this loop
+ loop.clear();
+
+ last_dist_to_end = max_dist_to_end;
+ last = end; //algorithm can safely finish in this split point
}
- loops.push_back(loop);
- last = end + 1;
- loop.clear();
- min_end = end; //avoid this split from repeating
- }
- } while (split != -1);
+ } while (split != -1);
+
+ } while (point != last);
}
- if (loop.size()) {
+ if (loop.size() >=2 ) { //points remained
+ //points remain
+ loop.push_back(last); //no splits found, use last
loops.push_back(loop);
}
- Vector<int> indices;
+ print_line("total loops: " + itos(loops.size()));
- for (int i = 0; i < loops.size(); i++) {
- Vector<int> loop = loops[i];
- Vector<Vector2> vertices;
- vertices.resize(loop.size());
- for (int j = 0; j < vertices.size(); j++) {
- vertices.write[j] = points[loop[j]];
- }
- Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
- int from = indices.size();
- indices.resize(from + sub_indices.size());
- for (int j = 0; j < sub_indices.size(); j++) {
- indices.write[from + j] = loop[sub_indices[j]];
+ if (loops.size()) { //loops found
+ Vector<int> indices;
+
+ for (int i = 0; i < loops.size(); i++) {
+ Vector<int> loop = loops[i];
+ Vector<Vector2> vertices;
+ vertices.resize(loop.size());
+ for (int j = 0; j < vertices.size(); j++) {
+ vertices.write[j] = points[loop[j]];
+ }
+ Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
+ int from = indices.size();
+ indices.resize(from + sub_indices.size());
+ for (int j = 0; j < sub_indices.size(); j++) {
+ indices.write[from + j] = loop[sub_indices[j]];
+ }
}
- }
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ }
+#endif
}
} break;
@@ -362,6 +527,15 @@ PoolVector<Vector2> Polygon2D::get_polygon() const {
return polygon;
}
+void Polygon2D::set_internal_vertex_count(int p_count) {
+
+ internal_vertices = p_count;
+}
+
+int Polygon2D::get_internal_vertex_count() const {
+ return internal_vertices;
+}
+
void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
uv = p_uv;
@@ -373,16 +547,15 @@ PoolVector<Vector2> Polygon2D::get_uv() const {
return uv;
}
-void Polygon2D::set_splits(const PoolVector<int> &p_splits) {
+void Polygon2D::set_polygons(const Array &p_polygons) {
- ERR_FAIL_COND(p_splits.size() & 1); //splits should be multiple of 2
- splits = p_splits;
+ polygons = p_polygons;
update();
}
-PoolVector<int> Polygon2D::get_splits() const {
+Array Polygon2D::get_polygons() const {
- return splits;
+ return polygons;
}
void Polygon2D::set_color(const Color &p_color) {
@@ -585,8 +758,8 @@ void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
- ClassDB::bind_method(D_METHOD("set_splits", "splits"), &Polygon2D::set_splits);
- ClassDB::bind_method(D_METHOD("get_splits"), &Polygon2D::get_splits);
+ ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
+ ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
@@ -630,14 +803,13 @@ void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
+ ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
+ ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
+
ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
- ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
- ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
- ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "splits"), "set_splits", "get_splits");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
- ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
ADD_GROUP("Texture", "");
@@ -654,7 +826,13 @@ void Polygon2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
+ ADD_GROUP("Data", "");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
}
Polygon2D::Polygon2D() {
@@ -667,4 +845,5 @@ Polygon2D::Polygon2D() {
tex_scale = Vector2(1, 1);
color = Color(1, 1, 1);
rect_cache_dirty = true;
+ internal_vertices = 0;
}
diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h
index 575f71d74a..c1d6ebe46e 100644
--- a/scene/2d/polygon_2d.h
+++ b/scene/2d/polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -40,7 +40,8 @@ class Polygon2D : public Node2D {
PoolVector<Vector2> polygon;
PoolVector<Vector2> uv;
PoolVector<Color> vertex_colors;
- PoolVector<int> splits;
+ Array polygons;
+ int internal_vertices;
struct Bone {
NodePath path;
@@ -87,11 +88,14 @@ public:
void set_polygon(const PoolVector<Vector2> &p_polygon);
PoolVector<Vector2> get_polygon() const;
+ void set_internal_vertex_count(int p_count);
+ int get_internal_vertex_count() const;
+
void set_uv(const PoolVector<Vector2> &p_uv);
PoolVector<Vector2> get_uv() const;
- void set_splits(const PoolVector<int> &p_uv);
- PoolVector<int> get_splits() const;
+ void set_polygons(const Array &p_polygons);
+ Array get_polygons() const;
void set_color(const Color &p_color);
Color get_color() const;
diff --git a/scene/2d/position_2d.cpp b/scene/2d/position_2d.cpp
index 543314eefa..bed6f8a816 100644
--- a/scene/2d/position_2d.cpp
+++ b/scene/2d/position_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/position_2d.h b/scene/2d/position_2d.h
index bff474cccd..c95315fea3 100644
--- a/scene/2d/position_2d.h
+++ b/scene/2d/position_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index f7c18a17df..57dfe5176d 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h
index a438be87b6..f53f3ff07b 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/ray_cast_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp
index f0274e5206..1c38a91877 100644
--- a/scene/2d/remote_transform_2d.cpp
+++ b/scene/2d/remote_transform_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/remote_transform_2d.h b/scene/2d/remote_transform_2d.h
index 3f395f820e..16a5417592 100644
--- a/scene/2d/remote_transform_2d.h
+++ b/scene/2d/remote_transform_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index 1c504d00fc..2a674e64e6 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h
index 9d0a061457..cf9877e6f8 100644
--- a/scene/2d/skeleton_2d.h
+++ b/scene/2d/skeleton_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/sprite.cpp b/scene/2d/sprite.cpp
index f4e6e2bdbb..ba103a8bf0 100644
--- a/scene/2d/sprite.cpp
+++ b/scene/2d/sprite.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/sprite.h b/scene/2d/sprite.h
index ab444f89fc..e38db3a299 100644
--- a/scene/2d/sprite.h
+++ b/scene/2d/sprite.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 37886861e0..3802019358 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -377,13 +377,12 @@ void TileMap::update_dirty_quadrants() {
r.size = tile_set->autotile_get_size(c.id);
r.position += (r.size + Vector2(spacing, spacing)) * Vector2(c.autotile_coord_x, c.autotile_coord_y);
}
- Size2 s = tex->get_size();
+ Size2 s;
if (r == Rect2())
s = tex->get_size();
- else {
+ else
s = r.size;
- }
Rect2 rect;
rect.position = offset.floor();
@@ -482,7 +481,7 @@ void TileMap::update_dirty_quadrants() {
}
ps->body_add_shape(q.body, shape->get_rid(), xform);
ps->body_set_shape_metadata(q.body, shape_idx, Vector2(E->key().x, E->key().y));
- ps->body_set_shape_as_one_way_collision(q.body, shape_idx, shapes[i].one_way_collision);
+ ps->body_set_shape_as_one_way_collision(q.body, shape_idx, shapes[i].one_way_collision, shapes[i].one_way_collision_margin);
shape_idx++;
}
}
@@ -1454,7 +1453,7 @@ Vector2 TileMap::world_to_map(const Vector2 &p_pos) const {
}
// Account for precision errors on the border (GH-23250).
- // 0.00005 is 5*CMP_EPSILON, results would start being unpredictible if
+ // 0.00005 is 5*CMP_EPSILON, results would start being unpredictable if
// cell size is > 15,000, but we can hardly have more precision anyway with
// floating point.
ret += Vector2(0.00005, 0.00005);
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index 499c79b180..e450e1e256 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -33,7 +33,7 @@
#include "core/self_list.h"
#include "core/vset.h"
-#include "scene/2d/navigation2d.h"
+#include "scene/2d/navigation_2d.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/tile_set.h"
diff --git a/scene/2d/screen_button.cpp b/scene/2d/touch_screen_button.cpp
index 44a41328e8..9a1a759e72 100644
--- a/scene/2d/screen_button.cpp
+++ b/scene/2d/touch_screen_button.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* screen_button.cpp */
+/* touch_screen_button.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "screen_button.h"
+#include "touch_screen_button.h"
+
#include "core/input_map.h"
#include "core/os/input.h"
#include "core/os/os.h"
diff --git a/scene/2d/screen_button.h b/scene/2d/touch_screen_button.h
index 3e8adc2e5e..df54e5340b 100644
--- a/scene/2d/screen_button.h
+++ b/scene/2d/touch_screen_button.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* screen_button.h */
+/* touch_screen_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SCREEN_BUTTON_H
-#define SCREEN_BUTTON_H
+#ifndef TOUCH_SCREEN_BUTTON_H
+#define TOUCH_SCREEN_BUTTON_H
#include "scene/2d/node_2d.h"
-#include "scene/resources/bit_mask.h"
+#include "scene/resources/bit_map.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/texture.h"
@@ -112,4 +112,4 @@ public:
VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
-#endif // SCREEN_BUTTON_H
+#endif // TOUCH_SCREEN_BUTTON_H
diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp
index d656ba0f64..1cf037daf2 100644
--- a/scene/2d/visibility_notifier_2d.cpp
+++ b/scene/2d/visibility_notifier_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/visibility_notifier_2d.h b/scene/2d/visibility_notifier_2d.h
index 04084b609a..259368455b 100644
--- a/scene/2d/visibility_notifier_2d.h
+++ b/scene/2d/visibility_notifier_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/y_sort.cpp b/scene/2d/y_sort.cpp
index d3997c13c3..d7e523e189 100644
--- a/scene/2d/y_sort.cpp
+++ b/scene/2d/y_sort.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/2d/y_sort.h b/scene/2d/y_sort.h
index 5ff12aa25a..1bf757720e 100644
--- a/scene/2d/y_sort.h
+++ b/scene/2d/y_sort.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/SCsub b/scene/3d/SCsub
index 35cc7479d8..200cf4316f 100644
--- a/scene/3d/SCsub
+++ b/scene/3d/SCsub
@@ -7,6 +7,6 @@ if env['disable_3d']:
env.scene_sources.append("3d/skeleton.cpp")
env.scene_sources.append("3d/particles.cpp")
env.scene_sources.append("3d/visual_instance.cpp")
- env.scene_sources.append("3d/scenario_fx.cpp")
+ env.scene_sources.append("3d/world_environment.cpp")
else:
env.add_source_files(env.scene_sources, "*.cpp")
diff --git a/scene/3d/area.cpp b/scene/3d/area.cpp
index ac77ddb7ce..99f43b1242 100644
--- a/scene/3d/area.cpp
+++ b/scene/3d/area.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -753,6 +753,7 @@ Area::Area() :
angular_damp = 1;
priority = 0;
monitoring = false;
+ monitorable = false;
collision_mask = 1;
collision_layer = 1;
set_ray_pickable(false);
diff --git a/scene/3d/area.h b/scene/3d/area.h
index e1ff1079e3..043d651e04 100644
--- a/scene/3d/area.h
+++ b/scene/3d/area.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp
index 7ea62678da..17b698c1b8 100644
--- a/scene/3d/arvr_nodes.cpp
+++ b/scene/3d/arvr_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h
index d6690676cc..523bc112c1 100644
--- a/scene/3d/arvr_nodes.h
+++ b/scene/3d/arvr_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index afd87deca6..e18bcf9035 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,9 @@
#include "core/engine.h"
#include "scene/3d/area.h"
#include "scene/3d/camera.h"
+#include "scene/3d/listener.h"
#include "scene/main/viewport.h"
+
void AudioStreamPlayer3D::_mix_audio() {
if (!stream_playback.is_valid() || !active ||
@@ -206,15 +208,15 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
float att = 0;
switch (attenuation_model) {
case ATTENUATION_INVERSE_DISTANCE: {
- att = Math::linear2db(1.0 / ((p_distance / unit_size) + 000001));
+ att = Math::linear2db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
} break;
case ATTENUATION_INVERSE_SQUARE_DISTANCE: {
float d = (p_distance / unit_size);
d *= d;
- att = Math::linear2db(1.0 / (d + 0.00001));
+ att = Math::linear2db(1.0 / (d + CMP_EPSILON));
} break;
case ATTENUATION_LOGARITHMIC: {
- att = -20 * Math::log(p_distance / unit_size + 000001);
+ att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON);
} break;
default: {
ERR_PRINT("Unknown attenuation type");
@@ -323,16 +325,25 @@ void AudioStreamPlayer3D::_notification(int p_what) {
if (!vp->is_audio_listener())
continue;
- Vector3 local_pos = camera->get_global_transform().orthonormalized().affine_inverse().xform(global_pos);
+ bool listener_is_camera = true;
+ Spatial *listener_node = camera;
+
+ Listener *listener = vp->get_listener();
+ if (listener) {
+ listener_node = listener;
+ listener_is_camera = false;
+ }
+
+ Vector3 local_pos = listener_node->get_global_transform().orthonormalized().affine_inverse().xform(global_pos);
float dist = local_pos.length();
Vector3 area_sound_pos;
- Vector3 cam_area_pos;
+ Vector3 listener_area_pos;
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
- area_sound_pos = space_state->get_closest_point_to_object_volume(area->get_rid(), camera->get_global_transform().origin);
- cam_area_pos = camera->get_global_transform().affine_inverse().xform(area_sound_pos);
+ area_sound_pos = space_state->get_closest_point_to_object_volume(area->get_rid(), listener_node->get_global_transform().origin);
+ listener_area_pos = listener_node->get_global_transform().affine_inverse().xform(area_sound_pos);
}
if (max_distance > 0) {
@@ -340,10 +351,10 @@ void AudioStreamPlayer3D::_notification(int p_what) {
float total_max = max_distance;
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
- total_max = MAX(total_max, cam_area_pos.length());
+ total_max = MAX(total_max, listener_area_pos.length());
}
if (total_max > max_distance) {
- continue; //can't hear this sound in this camera
+ continue; //can't hear this sound in this listener
}
}
@@ -360,8 +371,8 @@ void AudioStreamPlayer3D::_notification(int p_what) {
float db_att = (1.0 - MIN(1.0, multiplier)) * attenuation_filter_db;
if (emission_angle_enabled) {
- Vector3 camtopos = global_pos - camera->get_global_transform().origin;
- float c = camtopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
+ Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
+ float c = listenertopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
float angle = Math::rad2deg(Math::acos(c));
if (angle > emission_angle)
db_att -= -emission_angle_filter_attenuation_db;
@@ -381,8 +392,8 @@ void AudioStreamPlayer3D::_notification(int p_what) {
output.vol[0].l = 1.0 - c;
output.vol[0].r = c;
} else {
- Vector3 camtopos = global_pos - camera->get_global_transform().origin;
- float c = camtopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
+ Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
+ float c = listenertopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
float angle = Math::rad2deg(Math::acos(c));
float av = angle * (flat_pos.x < 0 ? -1 : 1) / 180.0;
@@ -448,7 +459,7 @@ void AudioStreamPlayer3D::_notification(int p_what) {
if (uniformity > 0.0) {
- float distance = cam_area_pos.length();
+ float distance = listener_area_pos.length();
float attenuation = Math::db2linear(_get_attenuation_db(distance));
//float dist_att_db = -20 * Math::log(dist + 0.00001); //logarithmic attenuation, like in real life
@@ -458,7 +469,7 @@ void AudioStreamPlayer3D::_notification(int p_what) {
if (attenuation < 1.0) {
//pan the uniform sound
- Vector3 rev_pos = cam_area_pos;
+ Vector3 rev_pos = listener_area_pos;
rev_pos.y = 0;
rev_pos.normalize();
@@ -517,9 +528,13 @@ void AudioStreamPlayer3D::_notification(int p_what) {
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
- Vector3 camera_velocity = camera->get_doppler_tracked_velocity();
+ Vector3 listener_velocity;
+
+ if (listener_is_camera) {
+ listener_velocity = camera->get_doppler_tracked_velocity();
+ }
- Vector3 local_velocity = camera->get_global_transform().orthonormalized().basis.xform_inv(linear_velocity - camera_velocity);
+ Vector3 local_velocity = listener_node->get_global_transform().orthonormalized().basis.xform_inv(linear_velocity - listener_velocity);
if (local_velocity == Vector3()) {
output.pitch_scale = 1.0;
diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h
index 14413d0702..881652da64 100644
--- a/scene/3d/audio_stream_player_3d.h
+++ b/scene/3d/audio_stream_player_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp
index 62589bd67e..d66e6cc83d 100644
--- a/scene/3d/baked_lightmap.cpp
+++ b/scene/3d/baked_lightmap.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/baked_lightmap.h b/scene/3d/baked_lightmap.h
index 60b62f74eb..bb3f84719a 100644
--- a/scene/3d/baked_lightmap.h
+++ b/scene/3d/baked_lightmap.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/bone_attachment.cpp b/scene/3d/bone_attachment.cpp
index a875b65c22..0233029435 100644
--- a/scene/3d/bone_attachment.cpp
+++ b/scene/3d/bone_attachment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/bone_attachment.h b/scene/3d/bone_attachment.h
index 81a225015e..051e2b4c56 100644
--- a/scene/3d/bone_attachment.h
+++ b/scene/3d/bone_attachment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index 8ef64e2e80..ed9374e422 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -495,6 +495,7 @@ void Camera::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_keep_aspect_mode"), &Camera::get_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &Camera::get_doppler_tracking);
+ ClassDB::bind_method(D_METHOD("get_frustum"), &Camera::get_frustum);
ClassDB::bind_method(D_METHOD("set_cull_mask_bit", "layer", "enable"), &Camera::set_cull_mask_bit);
ClassDB::bind_method(D_METHOD("get_cull_mask_bit", "layer"), &Camera::get_cull_mask_bit);
diff --git a/scene/3d/camera.h b/scene/3d/camera.h
index a35c9d6e7f..a531324a85 100644
--- a/scene/3d/camera.h
+++ b/scene/3d/camera.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp
index 99b8ce0567..d8c2042c88 100644
--- a/scene/3d/collision_object.cpp
+++ b/scene/3d/collision_object.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/collision_object.h b/scene/3d/collision_object.h
index f8ef04b78f..90f370b6d4 100644
--- a/scene/3d/collision_object.h
+++ b/scene/3d/collision_object.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp
index 379dd21c39..db07059b32 100644
--- a/scene/3d/collision_polygon.cpp
+++ b/scene/3d/collision_polygon.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/collision_polygon.h b/scene/3d/collision_polygon.h
index f1f137c9c5..04c00fc70f 100644
--- a/scene/3d/collision_polygon.h
+++ b/scene/3d/collision_polygon.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/collision_shape.cpp b/scene/3d/collision_shape.cpp
index 4fd68fb47d..daee291ba3 100644
--- a/scene/3d/collision_shape.cpp
+++ b/scene/3d/collision_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/collision_shape.h b/scene/3d/collision_shape.h
index 6ca8e80ea1..0c8e383a7f 100644
--- a/scene/3d/collision_shape.h
+++ b/scene/3d/collision_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp
index b07848e02e..29610cb0bf 100644
--- a/scene/3d/cpu_particles.cpp
+++ b/scene/3d/cpu_particles.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -605,19 +605,14 @@ void CPUParticles::_particles_process(float p_delta) {
p.hue_rot_rand = Math::randf();
p.anim_offset_rand = Math::randf();
- float angle1_rad;
- float angle2_rad;
-
if (flags[FLAG_DISABLE_Z]) {
-
- angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
+ float angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0);
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
-
} else {
//initiate velocity spread in 3D
- angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
- angle2_rad = (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0;
+ float angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
+ float angle2_rad = (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0;
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
diff --git a/scene/3d/cpu_particles.h b/scene/3d/cpu_particles.h
index 2e83924dfc..b50befe7be 100644
--- a/scene/3d/cpu_particles.h
+++ b/scene/3d/cpu_particles.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp
index 6276d02eff..5b08ea7790 100644
--- a/scene/3d/gi_probe.cpp
+++ b/scene/3d/gi_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/gi_probe.h b/scene/3d/gi_probe.h
index af4b646590..87664e06b8 100644
--- a/scene/3d/gi_probe.h
+++ b/scene/3d/gi_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/immediate_geometry.cpp b/scene/3d/immediate_geometry.cpp
index 14a0b0505d..a555106bd8 100644
--- a/scene/3d/immediate_geometry.cpp
+++ b/scene/3d/immediate_geometry.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/immediate_geometry.h b/scene/3d/immediate_geometry.h
index f7201b4bba..3467663dff 100644
--- a/scene/3d/immediate_geometry.h
+++ b/scene/3d/immediate_geometry.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/interpolated_camera.cpp b/scene/3d/interpolated_camera.cpp
index 93832f8e00..d720dd117c 100644
--- a/scene/3d/interpolated_camera.cpp
+++ b/scene/3d/interpolated_camera.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/interpolated_camera.h b/scene/3d/interpolated_camera.h
index b025112295..97100c9501 100644
--- a/scene/3d/interpolated_camera.h
+++ b/scene/3d/interpolated_camera.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index 11d61315ba..3b514dab8c 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/light.h b/scene/3d/light.h
index b35b397ced..85e0ce3c24 100644
--- a/scene/3d/light.h
+++ b/scene/3d/light.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/listener.cpp b/scene/3d/listener.cpp
index 439c1f8c45..85e65e23f2 100644
--- a/scene/3d/listener.cpp
+++ b/scene/3d/listener.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/listener.h b/scene/3d/listener.h
index 9901f7635c..86451e7d99 100644
--- a/scene/3d/listener.h
+++ b/scene/3d/listener.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp
index cf0317cd58..848889155b 100644
--- a/scene/3d/mesh_instance.cpp
+++ b/scene/3d/mesh_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -138,6 +138,8 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
set_base(RID());
}
+ update_gizmo();
+
_change_notify();
}
Ref<Mesh> MeshInstance::get_mesh() const {
diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h
index 0b5b4b9e7b..022ef15aad 100644
--- a/scene/3d/mesh_instance.h
+++ b/scene/3d/mesh_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/multimesh_instance.cpp b/scene/3d/multimesh_instance.cpp
index 4cbd1df64a..d744a74859 100644
--- a/scene/3d/multimesh_instance.cpp
+++ b/scene/3d/multimesh_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/multimesh_instance.h b/scene/3d/multimesh_instance.h
index 1cd077a0a5..8f41aa8fd2 100644
--- a/scene/3d/multimesh_instance.h
+++ b/scene/3d/multimesh_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/navigation.cpp b/scene/3d/navigation.cpp
index 6e7b372647..5a3c8223ff 100644
--- a/scene/3d/navigation.cpp
+++ b/scene/3d/navigation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/navigation.h b/scene/3d/navigation.h
index 8f200997cd..f920d1d7f6 100644
--- a/scene/3d/navigation.h
+++ b/scene/3d/navigation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/navigation_mesh.cpp b/scene/3d/navigation_mesh.cpp
index 99680b7273..75301af657 100644
--- a/scene/3d/navigation_mesh.cpp
+++ b/scene/3d/navigation_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/navigation_mesh.h b/scene/3d/navigation_mesh.h
index 753ad76edc..74531e2423 100644
--- a/scene/3d/navigation_mesh.h
+++ b/scene/3d/navigation_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp
index 3fff42aa78..78b2958400 100644
--- a/scene/3d/particles.cpp
+++ b/scene/3d/particles.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -29,6 +29,8 @@
/*************************************************************************/
#include "particles.h"
+
+#include "core/os/os.h"
#include "scene/resources/particles_material.h"
#include "servers/visual_server.h"
@@ -224,6 +226,10 @@ bool Particles::get_fractional_delta() const {
String Particles::get_configuration_warning() const {
+ if (OS::get_singleton()->get_current_video_driver() == OS::VIDEO_DRIVER_GLES2) {
+ return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles node instead. You can use the \"Convert to CPUParticles\" option for this purpose.");
+ }
+
String warnings;
bool meshes_found = false;
diff --git a/scene/3d/particles.h b/scene/3d/particles.h
index 72241c5c89..42c68010db 100644
--- a/scene/3d/particles.h
+++ b/scene/3d/particles.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/path.cpp b/scene/3d/path.cpp
index b732c3b8b7..8abfb62d70 100644
--- a/scene/3d/path.cpp
+++ b/scene/3d/path.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -44,10 +44,11 @@ void Path::_curve_changed() {
emit_signal("curve_changed");
}
- // update the configuration warnings of all children of type OrientedPathFollows
+ // update the configuration warnings of all children of type PathFollow
+ // previously used for PathFollowOriented (now enforced orientation is done in PathFollow)
if (is_inside_tree()) {
for (int i = 0; i < get_child_count(); i++) {
- OrientedPathFollow *child = Object::cast_to<OrientedPathFollow>(get_child(i));
+ PathFollow *child = Object::cast_to<PathFollow>(get_child(i));
if (child) {
child->update_configuration_warning();
}
@@ -105,24 +106,64 @@ void PathFollow::_update_transform() {
return;
}
+ float bl = c->get_baked_length();
+ float bi = c->get_bake_interval();
float o = offset;
+ float o_next = offset + bi;
if (loop) {
- o = Math::fposmod(o, c->get_baked_length());
+ o = Math::fposmod(o, bl);
+ o_next = Math::fposmod(o_next, bl);
+ } else if (rotation_mode == ROTATION_ORIENTED && o_next >= bl) {
+ o = bl - bi;
+ o_next = bl;
}
Vector3 pos = c->interpolate_baked(o, cubic);
Transform t = get_transform();
+ // Vector3 pos_offset = Vector3(h_offset, v_offset, 0); not used in all cases
+ // will be replaced by "Vector3(h_offset, v_offset, 0)" where it was formerly used
+
+ if (rotation_mode == ROTATION_ORIENTED) {
+
+ Vector3 pos = c->interpolate_baked(o, cubic);
+ Vector3 forward = c->interpolate_baked(o_next, cubic) - pos;
+
+ if (forward.length_squared() < CMP_EPSILON2)
+ forward = Vector3(0, 0, 1);
+ else
+ forward.normalize();
+
+ Vector3 up = c->interpolate_baked_up_vector(o, true);
+
+ if (o_next < o) {
+ Vector3 up1 = c->interpolate_baked_up_vector(o_next, true);
+ Vector3 axis = up.cross(up1);
- t.origin = pos;
- Vector3 pos_offset = Vector3(h_offset, v_offset, 0);
+ if (axis.length_squared() < CMP_EPSILON2)
+ axis = forward;
+ else
+ axis.normalize();
- if (rotation_mode != ROTATION_NONE) {
+ up.rotate(axis, up.angle_to(up1) * 0.5f);
+ }
+
+ Vector3 scale = t.basis.get_scale();
+ Vector3 sideways = up.cross(forward).normalized();
+ up = forward.cross(sideways).normalized();
+
+ t.basis.set(sideways, up, forward);
+ t.basis.scale_local(scale);
+
+ t.origin = pos + sideways * h_offset + up * v_offset;
+ } else if (rotation_mode != ROTATION_NONE) {
// perform parallel transport
//
// see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example
// for a discussion about why not Frenet frame.
+ t.origin = pos;
+
Vector3 t_prev = (pos - c->interpolate_baked(o - delta_offset, cubic)).normalized();
Vector3 t_cur = (c->interpolate_baked(o + delta_offset, cubic) - pos).normalized();
@@ -165,9 +206,9 @@ void PathFollow::_update_transform() {
}
}
- t.translate(pos_offset);
+ t.translate(Vector3(h_offset, v_offset, 0));
} else {
- t.origin += pos_offset;
+ t.origin = pos + Vector3(h_offset, v_offset, 0);
}
set_transform(t);
@@ -213,7 +254,7 @@ void PathFollow::_validate_property(PropertyInfo &property) const {
if (path && path->get_curve().is_valid())
max = path->get_curve()->get_baked_length();
- property.hint_string = "0," + rtos(max) + ",0.01";
+ property.hint_string = "0," + rtos(max) + ",0.01,or_greater";
}
}
@@ -224,6 +265,11 @@ String PathFollow::get_configuration_warning() const {
if (!Object::cast_to<Path>(get_parent())) {
return TTR("PathFollow only works when set as a child of a Path node.");
+ } else {
+ Path *path = Object::cast_to<Path>(get_parent());
+ if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) {
+ return TTR("PathFollow ROTATION_ORIENTED requires \"Up Vector\" enabled in its parent Path's Curve resource.");
+ }
}
return String();
@@ -253,10 +299,10 @@ void PathFollow::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow::has_loop);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_greater"), "set_offset", "get_offset");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ"), "set_rotation_mode", "get_rotation_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ,Oriented"), "set_rotation_mode", "get_rotation_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
@@ -264,6 +310,7 @@ void PathFollow::_bind_methods() {
BIND_ENUM_CONSTANT(ROTATION_Y);
BIND_ENUM_CONSTANT(ROTATION_XY);
BIND_ENUM_CONSTANT(ROTATION_XYZ);
+ BIND_ENUM_CONSTANT(ROTATION_ORIENTED);
}
void PathFollow::set_offset(float p_offset) {
@@ -322,6 +369,8 @@ float PathFollow::get_unit_offset() const {
void PathFollow::set_rotation_mode(RotationMode p_rotation_mode) {
rotation_mode = p_rotation_mode;
+
+ update_configuration_warning();
_update_transform();
}
@@ -351,236 +400,3 @@ PathFollow::PathFollow() {
cubic = true;
loop = true;
}
-
-//////////////
-
-void OrientedPathFollow::_update_transform() {
-
- if (!path)
- return;
-
- Ref<Curve3D> c = path->get_curve();
- if (!c.is_valid())
- return;
-
- int count = c->get_point_count();
- if (count < 2)
- return;
-
- if (delta_offset == 0) {
- return;
- }
-
- float offset = get_offset();
- float bl = c->get_baked_length();
- float bi = c->get_bake_interval();
- float o = offset;
- float o_next = offset + bi;
-
- if (has_loop()) {
- o = Math::fposmod(o, bl);
- o_next = Math::fposmod(o_next, bl);
- } else if (o_next >= bl) {
- o = bl - bi;
- o_next = bl;
- }
-
- bool cubic = get_cubic_interpolation();
- Vector3 pos = c->interpolate_baked(o, cubic);
- Vector3 forward = c->interpolate_baked(o_next, cubic) - pos;
-
- if (forward.length_squared() < CMP_EPSILON2)
- forward = Vector3(0, 0, 1);
- else
- forward.normalize();
-
- Vector3 up = c->interpolate_baked_up_vector(o, true);
-
- if (o_next < o) {
- Vector3 up1 = c->interpolate_baked_up_vector(o_next, true);
- Vector3 axis = up.cross(up1);
-
- if (axis.length_squared() < CMP_EPSILON2)
- axis = forward;
- else
- axis.normalize();
-
- up.rotate(axis, up.angle_to(up1) * 0.5f);
- }
-
- Transform t = get_transform();
- Vector3 scale = t.basis.get_scale();
-
- Vector3 sideways = up.cross(forward).normalized();
- up = forward.cross(sideways).normalized();
-
- t.basis.set(sideways, up, forward);
- t.basis.scale_local(scale);
-
- t.origin = pos + sideways * get_h_offset() + up * get_v_offset();
-
- set_transform(t);
-}
-
-void OrientedPathFollow::_notification(int p_what) {
-
- switch (p_what) {
-
- case NOTIFICATION_ENTER_TREE: {
-
- Node *parent = get_parent();
- if (parent) {
- path = Object::cast_to<Path>(parent);
- if (path) {
- _update_transform();
- }
- }
-
- } break;
- case NOTIFICATION_EXIT_TREE: {
-
- path = NULL;
- } break;
- }
-}
-
-void OrientedPathFollow::set_cubic_interpolation(bool p_enable) {
-
- cubic = p_enable;
-}
-
-bool OrientedPathFollow::get_cubic_interpolation() const {
-
- return cubic;
-}
-
-void OrientedPathFollow::_validate_property(PropertyInfo &property) const {
-
- if (property.name == "offset") {
-
- float max = 10000;
- if (path && path->get_curve().is_valid())
- max = path->get_curve()->get_baked_length();
-
- property.hint_string = "0," + rtos(max) + ",0.01";
- }
-}
-
-String OrientedPathFollow::get_configuration_warning() const {
-
- if (!is_visible_in_tree() || !is_inside_tree())
- return String();
-
- if (!Object::cast_to<Path>(get_parent())) {
- return TTR("OrientedPathFollow only works when set as a child of a Path node.");
- } else {
- Path *path = Object::cast_to<Path>(get_parent());
- if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled()) {
- return TTR("OrientedPathFollow requires \"Up Vector\" enabled in its parent Path's Curve resource.");
- }
- }
-
- return String();
-}
-
-void OrientedPathFollow::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_offset", "offset"), &OrientedPathFollow::set_offset);
- ClassDB::bind_method(D_METHOD("get_offset"), &OrientedPathFollow::get_offset);
-
- ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &OrientedPathFollow::set_h_offset);
- ClassDB::bind_method(D_METHOD("get_h_offset"), &OrientedPathFollow::get_h_offset);
-
- ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &OrientedPathFollow::set_v_offset);
- ClassDB::bind_method(D_METHOD("get_v_offset"), &OrientedPathFollow::get_v_offset);
-
- ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &OrientedPathFollow::set_unit_offset);
- ClassDB::bind_method(D_METHOD("get_unit_offset"), &OrientedPathFollow::get_unit_offset);
-
- ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enable"), &OrientedPathFollow::set_cubic_interpolation);
- ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &OrientedPathFollow::get_cubic_interpolation);
-
- ClassDB::bind_method(D_METHOD("set_loop", "loop"), &OrientedPathFollow::set_loop);
- ClassDB::bind_method(D_METHOD("has_loop"), &OrientedPathFollow::has_loop);
-
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01"), "set_offset", "get_offset");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
-}
-
-void OrientedPathFollow::set_offset(float p_offset) {
- delta_offset = p_offset - offset;
- offset = p_offset;
-
- if (path)
- _update_transform();
- _change_notify("offset");
- _change_notify("unit_offset");
-}
-
-void OrientedPathFollow::set_h_offset(float p_h_offset) {
-
- h_offset = p_h_offset;
- if (path)
- _update_transform();
-}
-
-float OrientedPathFollow::get_h_offset() const {
-
- return h_offset;
-}
-
-void OrientedPathFollow::set_v_offset(float p_v_offset) {
-
- v_offset = p_v_offset;
- if (path)
- _update_transform();
-}
-
-float OrientedPathFollow::get_v_offset() const {
-
- return v_offset;
-}
-
-float OrientedPathFollow::get_offset() const {
-
- return offset;
-}
-
-void OrientedPathFollow::set_unit_offset(float p_unit_offset) {
-
- if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length())
- set_offset(p_unit_offset * path->get_curve()->get_baked_length());
-}
-
-float OrientedPathFollow::get_unit_offset() const {
-
- if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length())
- return get_offset() / path->get_curve()->get_baked_length();
- else
- return 0;
-}
-
-void OrientedPathFollow::set_loop(bool p_loop) {
-
- loop = p_loop;
-}
-
-bool OrientedPathFollow::has_loop() const {
-
- return loop;
-}
-
-OrientedPathFollow::OrientedPathFollow() {
-
- offset = 0;
- delta_offset = 0;
- h_offset = 0;
- v_offset = 0;
- path = NULL;
- cubic = true;
- loop = true;
-}
diff --git a/scene/3d/path.h b/scene/3d/path.h
index beb37d9714..2a12c4a826 100644
--- a/scene/3d/path.h
+++ b/scene/3d/path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -63,7 +63,8 @@ public:
ROTATION_NONE,
ROTATION_Y,
ROTATION_XY,
- ROTATION_XYZ
+ ROTATION_XYZ,
+ ROTATION_ORIENTED
};
private:
@@ -113,49 +114,4 @@ public:
VARIANT_ENUM_CAST(PathFollow::RotationMode);
-class OrientedPathFollow : public Spatial {
-
- GDCLASS(OrientedPathFollow, Spatial);
-
-private:
- Path *path;
- real_t delta_offset; // change in offset since last _update_transform
- real_t offset;
- real_t h_offset;
- real_t v_offset;
- bool cubic;
- bool loop;
-
- void _update_transform();
-
-protected:
- virtual void _validate_property(PropertyInfo &property) const;
-
- void _notification(int p_what);
- static void _bind_methods();
-
-public:
- void set_offset(float p_offset);
- float get_offset() const;
-
- void set_h_offset(float p_h_offset);
- float get_h_offset() const;
-
- void set_v_offset(float p_v_offset);
- float get_v_offset() const;
-
- void set_unit_offset(float p_unit_offset);
- float get_unit_offset() const;
-
- void set_loop(bool p_loop);
- bool has_loop() const;
-
- void set_cubic_interpolation(bool p_enable);
- bool get_cubic_interpolation() const;
-
- String get_configuration_warning() const;
-
- OrientedPathFollow();
-};
-
#endif // PATH_H
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index bcfcf33e57..4ac2049b91 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -188,7 +188,7 @@ PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) :
#ifndef DISABLE_DEPRECATED
void StaticBody::set_friction(real_t p_friction) {
- if (p_friction == 1.0) { // default value, don't create an override for that
+ if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
@@ -218,7 +218,7 @@ real_t StaticBody::get_friction() const {
void StaticBody::set_bounce(real_t p_bounce) {
- if (p_bounce == 0.0) { // default value, don't create an override for that
+ if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
@@ -632,7 +632,7 @@ real_t RigidBody::get_weight() const {
#ifndef DISABLE_DEPRECATED
void RigidBody::set_friction(real_t p_friction) {
- if (p_friction == 1.0) { // default value, don't create an override for that
+ if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
@@ -661,7 +661,7 @@ real_t RigidBody::get_friction() const {
void RigidBody::set_bounce(real_t p_bounce) {
- if (p_bounce == 0.0) { // default value, don't create an override for that
+ if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
@@ -1222,7 +1222,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if (Vector3() == lv_n + p_floor_direction) {
+ if ((lv_n + p_floor_direction).length() < 0.01) {
Transform gt = get_global_transform();
gt.origin -= collision.travel;
set_global_transform(gt);
@@ -1243,6 +1243,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
motion = motion.slide(p_floor_direction);
lv = lv.slide(p_floor_direction);
} else {
+
Vector3 n = collision.normal;
motion = motion.slide(n);
lv = lv.slide(n);
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index 5474290c07..5570d0c86b 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/physics_joint.cpp b/scene/3d/physics_joint.cpp
index 8fd86c940c..c261ed3aeb 100644
--- a/scene/3d/physics_joint.cpp
+++ b/scene/3d/physics_joint.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/physics_joint.h b/scene/3d/physics_joint.h
index 753795da90..f6df920314 100644
--- a/scene/3d/physics_joint.h
+++ b/scene/3d/physics_joint.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/portal.cpp b/scene/3d/portal.cpp
index 137338d79e..f5163dfcdd 100644
--- a/scene/3d/portal.cpp
+++ b/scene/3d/portal.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/portal.h b/scene/3d/portal.h
index cb3f208072..f053867917 100644
--- a/scene/3d/portal.h
+++ b/scene/3d/portal.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/position_3d.cpp b/scene/3d/position_3d.cpp
index 3ae04f491f..18de105eee 100644
--- a/scene/3d/position_3d.cpp
+++ b/scene/3d/position_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/position_3d.h b/scene/3d/position_3d.h
index 2bc69eff9b..21361592d1 100644
--- a/scene/3d/position_3d.h
+++ b/scene/3d/position_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/proximity_group.cpp b/scene/3d/proximity_group.cpp
index f56f728d99..12eab2e4e8 100644
--- a/scene/3d/proximity_group.cpp
+++ b/scene/3d/proximity_group.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/proximity_group.h b/scene/3d/proximity_group.h
index 448f30bf80..bd11e31031 100644
--- a/scene/3d/proximity_group.h
+++ b/scene/3d/proximity_group.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/ray_cast.cpp b/scene/3d/ray_cast.cpp
index 17f069bbc8..10f92058e0 100644
--- a/scene/3d/ray_cast.cpp
+++ b/scene/3d/ray_cast.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/ray_cast.h b/scene/3d/ray_cast.h
index e95382e1fe..43d55adb98 100644
--- a/scene/3d/ray_cast.h
+++ b/scene/3d/ray_cast.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp
index fe522bbe97..c34771d9f1 100644
--- a/scene/3d/reflection_probe.cpp
+++ b/scene/3d/reflection_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h
index 13ae1c81f6..48d65b79f7 100644
--- a/scene/3d/reflection_probe.h
+++ b/scene/3d/reflection_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,7 @@
#define REFLECTIONPROBE_H
#include "scene/3d/visual_instance.h"
-#include "scene/resources/sky_box.h"
+#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
diff --git a/scene/3d/remote_transform.cpp b/scene/3d/remote_transform.cpp
index 490fcf24fd..add77e0272 100644
--- a/scene/3d/remote_transform.cpp
+++ b/scene/3d/remote_transform.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/remote_transform.h b/scene/3d/remote_transform.h
index 6b788a2d75..b737a4f858 100644
--- a/scene/3d/remote_transform.h
+++ b/scene/3d/remote_transform.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/room_instance.cpp b/scene/3d/room_instance.cpp
index 3914d7190e..073fe4f1da 100644
--- a/scene/3d/room_instance.cpp
+++ b/scene/3d/room_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/room_instance.h b/scene/3d/room_instance.h
index ff388e606c..9ee140d522 100644
--- a/scene/3d/room_instance.h
+++ b/scene/3d/room_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp
index db82ef2a5c..2acd03fb98 100644
--- a/scene/3d/skeleton.cpp
+++ b/scene/3d/skeleton.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -232,7 +232,7 @@ void Skeleton::_notification(int p_what) {
Bone *bonesptr = bones.ptrw();
int len = bones.size();
- vs->skeleton_allocate(skeleton, len); // if same size, nothin really happens
+ vs->skeleton_allocate(skeleton, len); // if same size, nothing really happens
_update_process_order();
@@ -320,7 +320,7 @@ void Skeleton::_notification(int p_what) {
}
b.transform_final = b.pose_global * b.rest_global_inverse;
- vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
+ vs->skeleton_bone_set_transform(skeleton, order[i], global_transform * (b.transform_final * global_transform_inverse));
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h
index 07abdc1fe7..0f463c9ea7 100644
--- a/scene/3d/skeleton.h
+++ b/scene/3d/skeleton.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp
index 835a874323..ac20609c21 100644
--- a/scene/3d/soft_body.cpp
+++ b/scene/3d/soft_body.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/soft_body.h b/scene/3d/soft_body.h
index b1e699e839..2516d39552 100644
--- a/scene/3d/soft_body.h
+++ b/scene/3d/soft_body.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp
index dc09392713..d6544c39da 100644
--- a/scene/3d/spatial.cpp
+++ b/scene/3d/spatial.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,6 +32,7 @@
#include "core/engine.h"
#include "core/message_queue.h"
+#include "scene/main/scene_tree.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
@@ -401,6 +402,8 @@ void Spatial::update_gizmo() {
if (!is_inside_world())
return;
if (!data.gizmo.is_valid())
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this);
+ if (!data.gizmo.is_valid())
return;
if (data.gizmo_dirty)
return;
diff --git a/scene/3d/spatial.h b/scene/3d/spatial.h
index 815ca16bc5..18a4a5b54d 100644
--- a/scene/3d/spatial.h
+++ b/scene/3d/spatial.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/spatial_velocity_tracker.cpp b/scene/3d/spatial_velocity_tracker.cpp
index 3850a0c7e6..97517be53b 100644
--- a/scene/3d/spatial_velocity_tracker.cpp
+++ b/scene/3d/spatial_velocity_tracker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/spatial_velocity_tracker.h b/scene/3d/spatial_velocity_tracker.h
index a8278a4fb5..795f56091f 100644
--- a/scene/3d/spatial_velocity_tracker.h
+++ b/scene/3d/spatial_velocity_tracker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/spring_arm.cpp b/scene/3d/spring_arm.cpp
index f74784c2f9..f3665d251b 100644
--- a/scene/3d/spring_arm.cpp
+++ b/scene/3d/spring_arm.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/spring_arm.h b/scene/3d/spring_arm.h
index e0c3f2992d..35df56f06e 100644
--- a/scene/3d/spring_arm.h
+++ b/scene/3d/spring_arm.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 7b4c7de029..6b70eef662 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -382,36 +382,30 @@ void Sprite3D::_draw() {
VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
- return; //no texuture no life
+ return;
Vector2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0)
return;
- Size2i s;
- Rect2 src_rect;
-
- if (region) {
-
- s = region_rect.size;
- src_rect = region_rect;
- } else {
- s = texture->get_size();
- s = s / Size2(hframes, vframes);
+ Rect2 base_rect;
+ if (region)
+ base_rect = region_rect;
+ else
+ base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
- src_rect.size = s;
- src_rect.position.x += (frame % hframes) * s.x;
- src_rect.position.y += (frame / hframes) * s.y;
- }
+ Size2 frame_size = base_rect.size / Size2(hframes, vframes);
+ Point2 frame_offset = Point2(frame % hframes, frame / hframes);
+ frame_offset *= frame_size;
- Point2 ofs = get_offset();
+ Point2 dest_offset = get_offset();
if (is_centered())
- ofs -= s / 2;
-
- Rect2 dst_rect(ofs, s);
+ dest_offset -= frame_size / 2;
+ Rect2 src_rect(base_rect.position + frame_offset, frame_size);
+ Rect2 final_dst_rect(dest_offset, frame_size);
Rect2 final_rect;
Rect2 final_src_rect;
- if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect))
+ if (!texture->get_rect_region(final_dst_rect, src_rect, final_rect, final_src_rect))
return;
if (final_rect.size.x == 0 || final_rect.size.y == 0)
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index a4705a8970..0e086ef31e 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp
index 56a86b6a17..c7f7b14a8f 100644
--- a/scene/3d/vehicle_body.cpp
+++ b/scene/3d/vehicle_body.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h
index 68fbf8d873..7e7571df4d 100644
--- a/scene/3d/vehicle_body.h
+++ b/scene/3d/vehicle_body.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/visibility_notifier.cpp b/scene/3d/visibility_notifier.cpp
index 9a0832b27a..3014432d59 100644
--- a/scene/3d/visibility_notifier.cpp
+++ b/scene/3d/visibility_notifier.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/visibility_notifier.h b/scene/3d/visibility_notifier.h
index 2cf685a92c..ff4424300c 100644
--- a/scene/3d/visibility_notifier.h
+++ b/scene/3d/visibility_notifier.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp
index 6dc821c3f5..1bbf1b7bc7 100644
--- a/scene/3d/visual_instance.cpp
+++ b/scene/3d/visual_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h
index 784f2a358a..3b6fccf65f 100644
--- a/scene/3d/visual_instance.h
+++ b/scene/3d/visual_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index 0eccbbc8f9..30e38c8ee2 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -342,8 +342,8 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p
if (lnormal == Vector3()) //just in case normal as nor provided
lnormal = normal;
- int uv_x = CLAMP(Math::fposmod(uv.x, 1.0f) * bake_texture_size, 0, bake_texture_size - 1);
- int uv_y = CLAMP(Math::fposmod(uv.y, 1.0f) * bake_texture_size, 0, bake_texture_size - 1);
+ int uv_x = CLAMP(int(Math::fposmod(uv.x, 1.0f) * bake_texture_size), 0, bake_texture_size - 1);
+ int uv_y = CLAMP(int(Math::fposmod(uv.y, 1.0f) * bake_texture_size), 0, bake_texture_size - 1);
int ofs = uv_y * bake_texture_size + uv_x;
albedo_accum.r += p_material.albedo[ofs].r;
@@ -1931,7 +1931,6 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh
//add directional light (do this after blur)
{
- LightMap *lightmap_ptr = lightmap.ptrw();
const Cell *cells = bake_cells.ptr();
const Light *light = bake_light.ptr();
#ifdef _OPENMP
diff --git a/scene/3d/voxel_light_baker.h b/scene/3d/voxel_light_baker.h
index 3d55c053f3..295e099d47 100644
--- a/scene/3d/voxel_light_baker.h
+++ b/scene/3d/voxel_light_baker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/3d/scenario_fx.cpp b/scene/3d/world_environment.cpp
index 26cbfc0b11..3cd43cbf5b 100644
--- a/scene/3d/scenario_fx.cpp
+++ b/scene/3d/world_environment.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* scenario_fx.cpp */
+/* world_environment.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "scenario_fx.h"
+#include "world_environment.h"
#include "scene/main/viewport.h"
void WorldEnvironment::_notification(int p_what) {
diff --git a/scene/3d/scenario_fx.h b/scene/3d/world_environment.h
index 7a8e2b548f..bf36a0a532 100644
--- a/scene/3d/scenario_fx.h
+++ b/scene/3d/world_environment.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* scenario_fx.h */
+/* world_environment.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_blend_space_1d.cpp b/scene/animation/animation_blend_space_1d.cpp
index 76de39c3e6..dded44b990 100644
--- a/scene/animation/animation_blend_space_1d.cpp
+++ b/scene/animation/animation_blend_space_1d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -110,7 +110,7 @@ void AnimationNodeBlendSpace1D::add_blend_point(const Ref<AnimationRootNode> &p_
if (p_at_index == -1 || p_at_index == blend_points_used) {
p_at_index = blend_points_used;
} else {
- for (int i = blend_points_used - 1; i > p_at_index; i++) {
+ for (int i = blend_points_used - 1; i > p_at_index; i--) {
blend_points[i] = blend_points[i - 1];
}
}
diff --git a/scene/animation/animation_blend_space_1d.h b/scene/animation/animation_blend_space_1d.h
index a83a813744..dfac88b712 100644
--- a/scene/animation/animation_blend_space_1d.h
+++ b/scene/animation/animation_blend_space_1d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp
index 866b85c4c7..1fe14e633b 100644
--- a/scene/animation/animation_blend_space_2d.cpp
+++ b/scene/animation/animation_blend_space_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -80,18 +80,15 @@ void AnimationNodeBlendSpace2D::add_blend_point(const Ref<AnimationRootNode> &p_
blend_points[p_at_index].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
blend_points_used++;
- if (auto_triangles) {
- trianges_dirty = true;
- }
+ _queue_auto_triangles();
+
emit_signal("tree_changed");
}
void AnimationNodeBlendSpace2D::set_blend_point_position(int p_point, const Vector2 &p_position) {
ERR_FAIL_INDEX(p_point, blend_points_used);
blend_points[p_point].position = p_position;
- if (auto_triangles) {
- trianges_dirty = true;
- }
+ _queue_auto_triangles();
}
void AnimationNodeBlendSpace2D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) {
ERR_FAIL_INDEX(p_point, blend_points_used);
@@ -309,6 +306,15 @@ Vector<int> AnimationNodeBlendSpace2D::_get_triangles() const {
return t;
}
+void AnimationNodeBlendSpace2D::_queue_auto_triangles() {
+ if (!auto_triangles || trianges_dirty) {
+ return;
+ }
+
+ trianges_dirty = true;
+ call_deferred("_update_triangles");
+}
+
void AnimationNodeBlendSpace2D::_update_triangles() {
if (!auto_triangles || !trianges_dirty)
@@ -316,8 +322,10 @@ void AnimationNodeBlendSpace2D::_update_triangles() {
trianges_dirty = false;
triangles.clear();
- if (blend_points_used < 3)
+ if (blend_points_used < 3) {
+ emit_signal("triangles_updated");
return;
+ }
Vector<Vector2> points;
points.resize(blend_points_used);
@@ -330,6 +338,7 @@ void AnimationNodeBlendSpace2D::_update_triangles() {
for (int i = 0; i < triangles.size(); i++) {
add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]);
}
+ emit_signal("triangles_updated");
}
Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
@@ -546,6 +555,10 @@ String AnimationNodeBlendSpace2D::get_caption() const {
}
void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const {
+
+ if (auto_triangles && property.name == "triangles") {
+ property.usage = 0;
+ }
if (property.name.begins_with("blend_point_")) {
String left = property.name.get_slicec('/', 0);
int idx = left.get_slicec('_', 2).to_int();
@@ -557,10 +570,12 @@ void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const
}
void AnimationNodeBlendSpace2D::set_auto_triangles(bool p_enable) {
- auto_triangles = p_enable;
- if (auto_triangles) {
- trianges_dirty = true;
+ if (auto_triangles == p_enable) {
+ return;
}
+
+ auto_triangles = p_enable;
+ _queue_auto_triangles();
}
bool AnimationNodeBlendSpace2D::get_auto_triangles() const {
@@ -625,6 +640,7 @@ void AnimationNodeBlendSpace2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_blend_mode"), &AnimationNodeBlendSpace2D::get_blend_mode);
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendSpace2D::_tree_changed);
+ ClassDB::bind_method(D_METHOD("_update_triangles"), &AnimationNodeBlendSpace2D::_update_triangles);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_auto_triangles", "get_auto_triangles");
@@ -642,6 +658,7 @@ void AnimationNodeBlendSpace2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING, "y_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_y_label", "get_y_label");
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Interpolated,Discrete,Carry", PROPERTY_USAGE_NOEDITOR), "set_blend_mode", "get_blend_mode");
+ ADD_SIGNAL(MethodInfo("triangles_updated"));
BIND_ENUM_CONSTANT(BLEND_MODE_INTERPOLATED);
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE);
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE_CARRY);
diff --git a/scene/animation/animation_blend_space_2d.h b/scene/animation/animation_blend_space_2d.h
index 60671f1816..c21360beb9 100644
--- a/scene/animation/animation_blend_space_2d.h
+++ b/scene/animation/animation_blend_space_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -82,6 +82,7 @@ protected:
bool trianges_dirty;
void _update_triangles();
+ void _queue_auto_triangles();
void _tree_changed();
diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp
index 5b413737a9..0daa574f72 100644
--- a/scene/animation/animation_blend_tree.cpp
+++ b/scene/animation/animation_blend_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -141,10 +141,14 @@ void AnimationNodeOneShot::get_parameter_list(List<PropertyInfo> *r_list) const
r_list->push_back(PropertyInfo(Variant::BOOL, prev_active, PROPERTY_HINT_NONE, "", 0));
r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
r_list->push_back(PropertyInfo(Variant::REAL, remaining, PROPERTY_HINT_NONE, "", 0));
+ r_list->push_back(PropertyInfo(Variant::REAL, time_to_restart, PROPERTY_HINT_NONE, "", 0));
}
+
Variant AnimationNodeOneShot::get_parameter_default_value(const StringName &p_parameter) const {
if (p_parameter == active || p_parameter == prev_active) {
return false;
+ } else if (p_parameter == time_to_restart) {
+ return -1;
} else {
return 0.0;
}
@@ -218,13 +222,26 @@ float AnimationNodeOneShot::process(float p_time, bool p_seek) {
bool prev_active = get_parameter(this->prev_active);
float time = get_parameter(this->time);
float remaining = get_parameter(this->remaining);
+ float time_to_restart = get_parameter(this->time_to_restart);
if (!active) {
//make it as if this node doesn't exist, pass input 0 by.
if (prev_active) {
set_parameter(this->prev_active, false);
}
- return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
+ if (time_to_restart >= 0.0 && !p_seek) {
+ time_to_restart -= p_time;
+ if (time_to_restart < 0) {
+ //restart
+ set_parameter(this->active, true);
+ active = true;
+ }
+ set_parameter(this->time_to_restart, time_to_restart);
+ }
+
+ if (!active) {
+ return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
+ }
}
bool os_seek = p_seek;
@@ -276,6 +293,10 @@ float AnimationNodeOneShot::process(float p_time, bool p_seek) {
if (remaining <= 0) {
set_parameter(this->active, false);
set_parameter(this->prev_active, false);
+ if (autorestart) {
+ float restart_sec = autorestart_delay + Math::randf() * autorestart_random_delay;
+ set_parameter(this->time_to_restart, restart_sec);
+ }
}
}
@@ -350,6 +371,7 @@ AnimationNodeOneShot::AnimationNodeOneShot() {
prev_active = "prev_active";
time = "time";
remaining = "remaining";
+ time_to_restart = "time_to_restart";
}
////////////////////////////////////////////////
@@ -835,12 +857,11 @@ AnimationNodeTransition::AnimationNodeTransition() {
time = "time";
current = "current";
prev_current = "prev_current";
- ;
enabled_inputs = 0;
for (int i = 0; i < MAX_INPUTS; i++) {
inputs[i].auto_advance = false;
- inputs[i].name = itos(i + 1);
+ inputs[i].name = "state " + itos(i);
}
}
diff --git a/scene/animation/animation_blend_tree.h b/scene/animation/animation_blend_tree.h
index 5adb7fd71a..c16dcb1b8c 100644
--- a/scene/animation/animation_blend_tree.h
+++ b/scene/animation/animation_blend_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -91,6 +91,7 @@ private:
StringName prev_active;
StringName time;
StringName remaining;
+ StringName time_to_restart;
protected:
static void _bind_methods();
diff --git a/scene/animation/animation_cache.cpp b/scene/animation/animation_cache.cpp
index 756907c41c..6c67af5777 100644
--- a/scene/animation/animation_cache.cpp
+++ b/scene/animation/animation_cache.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_cache.h b/scene/animation/animation_cache.h
index cf28236376..ac668b7796 100644
--- a/scene/animation/animation_cache.h
+++ b/scene/animation/animation_cache.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index f67ef8164a..5df3da93e1 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -373,7 +373,7 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
if (fading_from != StringName()) {
- sm->blend_node(current, sm->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false);
+ sm->blend_node(fading_from, sm->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false);
}
//guess playback position
@@ -421,7 +421,8 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
if (sm->transitions[i].from == current && auto_advance) {
- if (sm->transitions[i].transition->get_priority() < priority_best) {
+ if (sm->transitions[i].transition->get_priority() <= priority_best) {
+ priority_best = sm->transitions[i].transition->get_priority();
auto_advance_to = i;
}
}
diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h
index a88b3eb482..e47b940c35 100644
--- a/scene/animation/animation_node_state_machine.h
+++ b/scene/animation/animation_node_state_machine.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp
index cfc3b2f4ce..992eb365ed 100644
--- a/scene/animation/animation_player.cpp
+++ b/scene/animation/animation_player.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -344,10 +344,16 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float
for (int i = 0; i < a->get_track_count(); i++) {
+ // If an animation changes this animation (or it animates itself)
+ // we need to recreate our animation cache
+ if (p_anim->node_cache.size() != a->get_track_count()) {
+ _ensure_node_caches(p_anim);
+ }
+
TrackNodeCache *nc = p_anim->node_cache[i];
- if (!nc) // no node cache for this track, skip it
- continue;
+ if (!nc)
+ continue; // no node cache for this track, skip it
if (!a->track_is_enabled(i))
continue; // do nothing if the track is disabled
@@ -932,6 +938,7 @@ void AnimationPlayer::_animation_process(float p_delta) {
} else {
//stop();
playing = false;
+ playback.current.pos = 0;
_set_process(false);
if (end_notify)
emit_signal(SceneStringNames::get_singleton()->animation_finished, playback.assigned);
@@ -985,25 +992,12 @@ void AnimationPlayer::remove_animation(const StringName &p_name) {
void AnimationPlayer::_ref_anim(const Ref<Animation> &p_anim) {
- if (used_anims.has(p_anim))
- used_anims[p_anim]++;
- else {
- used_anims[p_anim] = 1;
- Ref<Animation>(p_anim)->connect("changed", this, "_animation_changed");
- }
+ Ref<Animation>(p_anim)->connect(SceneStringNames::get_singleton()->tracks_changed, this, "_animation_changed", varray(), CONNECT_REFERENCE_COUNTED);
}
void AnimationPlayer::_unref_anim(const Ref<Animation> &p_anim) {
- ERR_FAIL_COND(!used_anims.has(p_anim));
-
- int &n = used_anims[p_anim];
- n--;
- if (n == 0) {
-
- Ref<Animation>(p_anim)->disconnect("changed", this, "_animation_changed");
- used_anims.erase(p_anim);
- }
+ Ref<Animation>(p_anim)->disconnect(SceneStringNames::get_singleton()->tracks_changed, this, "_animation_changed");
}
void AnimationPlayer::rename_animation(const StringName &p_name, const StringName &p_new_name) {
@@ -1199,9 +1193,16 @@ void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float
_stop_playing_caches();
c.current.from = &animation_set[name];
- c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
+
+ if (c.assigned != name) { // reset
+ c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
+ } else if (p_from_end && c.current.pos == 0) {
+ // Animation reset BUT played backwards, set position to the end
+ c.current.pos = c.current.from->animation->get_length();
+ }
+
c.current.speed_scale = p_custom_scale;
- c.assigned = p_name;
+ c.assigned = name;
c.seeked = false;
c.started = true;
@@ -1280,6 +1281,7 @@ void AnimationPlayer::stop(bool p_reset) {
if (p_reset) {
c.current.from = NULL;
c.current.speed_scale = 1;
+ c.current.pos = 0;
}
_set_process(false);
queued.clear();
diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h
index b3bf8b1e22..fea4819821 100644
--- a/scene/animation/animation_player.h
+++ b/scene/animation/animation_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -114,10 +114,12 @@ private:
Variant value_accum;
uint64_t accum_pass;
Variant capture;
- PropertyAnim() {
- accum_pass = 0;
- object = NULL;
- }
+
+ PropertyAnim() :
+ owner(NULL),
+ special(SP_NONE),
+ object(NULL),
+ accum_pass(0) {}
};
Map<StringName, PropertyAnim> property_anim;
@@ -129,25 +131,28 @@ private:
float bezier_accum;
Object *object;
uint64_t accum_pass;
- BezierAnim() {
- accum_pass = 0;
- bezier_accum = 0;
- object = NULL;
- }
+
+ BezierAnim() :
+ owner(NULL),
+ bezier_accum(0.0),
+ object(NULL),
+ accum_pass(0) {}
};
Map<StringName, BezierAnim> bezier_anim;
- TrackNodeCache() {
- skeleton = NULL;
- spatial = NULL;
- node = NULL;
- accum_pass = 0;
- bone_idx = -1;
- node_2d = NULL;
- audio_playing = false;
- animation_playing = false;
- }
+ TrackNodeCache() :
+ id(0),
+ node(NULL),
+ spatial(NULL),
+ node_2d(NULL),
+ skeleton(NULL),
+ bone_idx(-1),
+ accum_pass(0),
+ audio_playing(false),
+ audio_start(0.0),
+ audio_len(0.0),
+ animation_playing(false) {}
};
struct TrackNodeCacheKey {
@@ -176,8 +181,6 @@ private:
int cache_update_bezier_size;
Set<TrackNodeCache *> playing_caches;
- Map<Ref<Animation>, int> used_anims;
-
uint64_t accum_pass;
float speed_scale;
float default_blend_time;
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index 2c8cbbdbd1..c32001dbcd 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -685,6 +685,10 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
track = track_animation;
} break;
+ default: {
+ ERR_PRINT("Animation corrupted (invalid track type)");
+ continue;
+ }
}
track_cache[path] = track;
@@ -853,6 +857,9 @@ void AnimationTree::_process_graph(float p_delta) {
for (int i = 0; i < a->get_track_count(); i++) {
NodePath path = a->track_get_path(i);
+
+ ERR_CONTINUE(!track_cache.has(path));
+
TrackCache *track = track_cache[path];
if (track->type != a->track_get_type(i)) {
continue; //may happen should not
diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h
index cda7f8ae74..4c65b2a92c 100644
--- a/scene/animation/animation_tree.h
+++ b/scene/animation/animation_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_tree_player.cpp b/scene/animation/animation_tree_player.cpp
index 6adfb94695..e3a21d8b46 100644
--- a/scene/animation/animation_tree_player.cpp
+++ b/scene/animation/animation_tree_player.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/animation_tree_player.h b/scene/animation/animation_tree_player.h
index 4e4c876e87..9ec6325969 100644
--- a/scene/animation/animation_tree_player.h
+++ b/scene/animation/animation_tree_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -109,6 +109,14 @@ private:
Variant value;
bool skip;
+
+ Track() :
+ id(0),
+ object(NULL),
+ spatial(NULL),
+ skeleton(NULL),
+ bone_idx(-1),
+ skip(false) {}
};
typedef Map<TrackKey, Track> TrackMap;
diff --git a/scene/animation/root_motion_view.cpp b/scene/animation/root_motion_view.cpp
index 01a10dbc2b..646a39d063 100644
--- a/scene/animation/root_motion_view.cpp
+++ b/scene/animation/root_motion_view.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/root_motion_view.h b/scene/animation/root_motion_view.h
index 5198ab21aa..bca265b1f0 100644
--- a/scene/animation/root_motion_view.h
+++ b/scene/animation/root_motion_view.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp
index 3119e29586..88fb2d5bfc 100644
--- a/scene/animation/skeleton_ik.cpp
+++ b/scene/animation/skeleton_ik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h
index b9628c479c..228184a2df 100644
--- a/scene/animation/skeleton_ik.h
+++ b/scene/animation/skeleton_ik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/tween.cpp b/scene/animation/tween.cpp
index 3521782417..6a5d7839f4 100644
--- a/scene/animation/tween.cpp
+++ b/scene/animation/tween.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/animation/tween.h b/scene/animation/tween.h
index aa47c00717..6fe3bffdbe 100644
--- a/scene/animation/tween.h
+++ b/scene/animation/tween.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/audio/audio_player.cpp b/scene/audio/audio_stream_player.cpp
index 1d9d048fe1..e6864e2117 100644
--- a/scene/audio/audio_player.cpp
+++ b/scene/audio/audio_stream_player.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* audio_player.cpp */
+/* audio_stream_player.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "audio_player.h"
+#include "audio_stream_player.h"
#include "core/engine.h"
diff --git a/scene/audio/audio_player.h b/scene/audio/audio_stream_player.h
index 591c00ed18..0f7713bf33 100644
--- a/scene/audio/audio_player.h
+++ b/scene/audio/audio_stream_player.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* audio_player.h */
+/* audio_stream_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef AUDIOPLAYER_H
-#define AUDIOPLAYER_H
+#ifndef AUDIO_STREAM_PLAYER_H
+#define AUDIO_STREAM_PLAYER_H
#include "scene/main/node.h"
#include "servers/audio/audio_stream.h"
@@ -110,4 +110,5 @@ public:
};
VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
-#endif // AUDIOPLAYER_H
+
+#endif // AUDIO_STREAM_PLAYER_H
diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp
index dc85c8e641..806c8afa5b 100644
--- a/scene/gui/base_button.cpp
+++ b/scene/gui/base_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -82,16 +82,16 @@ void BaseButton::_gui_input(Ref<InputEvent> p_event) {
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed, NULL, 0, ce);
}
- emit_signal("pressed");
_unpress_group();
+ emit_signal("pressed");
} else {
status.pressed = !status.pressed;
pressed();
- emit_signal("pressed");
_unpress_group();
+ emit_signal("pressed");
toggled(status.pressed);
if (get_script_instance()) {
@@ -135,6 +135,7 @@ void BaseButton::_gui_input(Ref<InputEvent> p_event) {
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed, NULL, 0, ce);
}
+ _unpress_group();
emit_signal("pressed");
} else {
@@ -142,6 +143,7 @@ void BaseButton::_gui_input(Ref<InputEvent> p_event) {
status.pressed = !status.pressed;
pressed();
+ _unpress_group();
emit_signal("pressed");
toggled(status.pressed);
@@ -150,8 +152,6 @@ void BaseButton::_gui_input(Ref<InputEvent> p_event) {
}
emit_signal("toggled", status.pressed);
}
-
- _unpress_group();
}
status.press_attempt = false;
@@ -215,12 +215,14 @@ void BaseButton::_gui_input(Ref<InputEvent> p_event) {
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed, NULL, 0, ce);
}
+ _unpress_group();
emit_signal("pressed");
} else {
status.pressed = !status.pressed;
pressed();
+ _unpress_group();
emit_signal("pressed");
toggled(status.pressed);
@@ -229,8 +231,6 @@ void BaseButton::_gui_input(Ref<InputEvent> p_event) {
}
emit_signal("toggled", status.pressed);
}
-
- _unpress_group();
}
accept_event();
diff --git a/scene/gui/base_button.h b/scene/gui/base_button.h
index 272c07f68a..9a00cc79f2 100644
--- a/scene/gui/base_button.h
+++ b/scene/gui/base_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/box_container.cpp b/scene/gui/box_container.cpp
index 12b9fe7c03..cc37d4cf7d 100644
--- a/scene/gui/box_container.cpp
+++ b/scene/gui/box_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -255,6 +255,10 @@ void BoxContainer::_notification(int p_what) {
_resort();
} break;
+ case NOTIFICATION_THEME_CHANGED: {
+
+ minimum_size_changed();
+ } break;
}
}
diff --git a/scene/gui/box_container.h b/scene/gui/box_container.h
index abc228f804..89924f7fcb 100644
--- a/scene/gui/box_container.h
+++ b/scene/gui/box_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp
index 621153b6de..b77b57ddd4 100644
--- a/scene/gui/button.cpp
+++ b/scene/gui/button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/button.h b/scene/gui/button.h
index 0b41b14f02..6ba3475e5a 100644
--- a/scene/gui/button.h
+++ b/scene/gui/button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/center_container.cpp b/scene/gui/center_container.cpp
index cf71f89830..7c842999d1 100644
--- a/scene/gui/center_container.cpp
+++ b/scene/gui/center_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/center_container.h b/scene/gui/center_container.h
index 519e1493ec..9c9f61388c 100644
--- a/scene/gui/center_container.h
+++ b/scene/gui/center_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/check_box.cpp b/scene/gui/check_box.cpp
index 0790f87ea7..1d8b74d9db 100644
--- a/scene/gui/check_box.cpp
+++ b/scene/gui/check_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/check_box.h b/scene/gui/check_box.h
index 8375b46ca0..adfb12e7a1 100644
--- a/scene/gui/check_box.h
+++ b/scene/gui/check_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/check_button.cpp b/scene/gui/check_button.cpp
index fa9538da28..35e3119473 100644
--- a/scene/gui/check_button.cpp
+++ b/scene/gui/check_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/check_button.h b/scene/gui/check_button.h
index a11749e3f6..13b0dbc194 100644
--- a/scene/gui/check_button.h
+++ b/scene/gui/check_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp
index 523e07087b..7aca6acd00 100644
--- a/scene/gui/color_picker.cpp
+++ b/scene/gui/color_picker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -35,6 +35,7 @@
#include "core/os/os.h"
#ifdef TOOLS_ENABLED
+#include "editor_scale.h"
#include "editor_settings.h"
#endif
@@ -81,11 +82,8 @@ void ColorPicker::_notification(int p_what) {
} break;
case MainLoop::NOTIFICATION_WM_QUIT_REQUEST: {
- if (screen != NULL) {
- if (screen->is_visible()) {
- screen->hide();
- }
- }
+ if (screen != NULL && screen->is_visible())
+ screen->hide();
} break;
}
}
@@ -156,7 +154,7 @@ void ColorPicker::_value_changed(double) {
void ColorPicker::_html_entered(const String &p_html) {
- if (updating)
+ if (updating || text_is_constructor || !c_text->is_visible())
return;
float last_alpha = color.a;
@@ -176,14 +174,15 @@ void ColorPicker::_update_color() {
updating = true;
for (int i = 0; i < 4; i++) {
- scroll[i]->set_step(0.01);
if (raw_mode_enabled) {
+ scroll[i]->set_step(0.01);
scroll[i]->set_max(100);
if (i == 3)
scroll[i]->set_max(1);
scroll[i]->set_value(color.components[i]);
} else {
- const int byte_value = color.components[i] * 255;
+ scroll[i]->set_step(1);
+ const float byte_value = color.components[i] * 255.0;
scroll[i]->set_max(next_power_of_2(MAX(255, byte_value)) - 1);
scroll[i]->set_value(byte_value);
}
@@ -210,15 +209,18 @@ void ColorPicker::_update_presets() {
}
void ColorPicker::_text_type_toggled() {
- if (!Engine::get_singleton()->is_editor_hint())
- return;
+
text_is_constructor = !text_is_constructor;
if (text_is_constructor) {
text_type->set_text("");
text_type->set_icon(get_icon("Script", "EditorIcons"));
+
+ c_text->set_editable(false);
} else {
text_type->set_text("#");
text_type->set_icon(NULL);
+
+ c_text->set_editable(true);
}
_update_color();
}
@@ -303,19 +305,21 @@ bool ColorPicker::is_deferred_mode() const {
void ColorPicker::_update_text_value() {
bool visible = true;
if (text_is_constructor) {
- String t = "Color(" + String::num(color.r) + "," + String::num(color.g) + "," + String::num(color.b);
+ String t = "Color(" + String::num(color.r) + ", " + String::num(color.g) + ", " + String::num(color.b);
if (edit_alpha && color.a < 1)
- t += ("," + String::num(color.a) + ")");
+ t += ", " + String::num(color.a) + ")";
else
t += ")";
c_text->set_text(t);
- } else {
- if (color.r > 1 || color.g > 1 || color.b > 1 || color.r < 0 || color.g < 0 || color.b < 0) {
- visible = false;
- } else {
- c_text->set_text(color.to_html(edit_alpha && color.a < 1));
- }
}
+
+ if (color.r > 1 || color.g > 1 || color.b > 1 || color.r < 0 || color.g < 0 || color.b < 0) {
+ visible = false;
+ } else if (!text_is_constructor) {
+ c_text->set_text(color.to_html(edit_alpha && color.a < 1));
+ }
+
+ text_type->set_visible(visible);
c_text->set_visible(visible);
}
@@ -493,21 +497,17 @@ void ColorPicker::_preset_input(const Ref<InputEvent> &p_event) {
void ColorPicker::_screen_input(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseButton> bev = p_event;
-
- if (bev.is_valid()) {
-
- if (bev->get_button_index() == BUTTON_LEFT && !bev->is_pressed()) {
- emit_signal("color_changed", color);
- screen->hide();
- }
+ if (bev.is_valid() && bev->get_button_index() == BUTTON_LEFT && !bev->is_pressed()) {
+ emit_signal("color_changed", color);
+ screen->hide();
}
Ref<InputEventMouseMotion> mev = p_event;
-
if (mev.is_valid()) {
Viewport *r = get_tree()->get_root();
if (!r->get_visible_rect().has_point(Point2(mev->get_global_position().x, mev->get_global_position().y)))
return;
+
Ref<Image> img = r->get_texture()->get_data();
if (img.is_valid() && !img->empty()) {
img->lock();
@@ -533,6 +533,8 @@ void ColorPicker::_screen_pick_pressed() {
screen->set_anchors_and_margins_preset(Control::PRESET_WIDE);
screen->set_default_cursor_shape(CURSOR_POINTING_HAND);
screen->connect("gui_input", this, "_screen_input");
+ // It immediately toggles off in the first press otherwise.
+ screen->call_deferred("connect", "hide", btn_pick, "set_pressed", varray(false));
}
screen->raise();
screen->show_modal();
@@ -614,22 +616,25 @@ ColorPicker::ColorPicker() :
screen = NULL;
HBoxContainer *hb_smpl = memnew(HBoxContainer);
- btn_pick = memnew(ToolButton);
- btn_pick->connect("pressed", this, "_screen_pick_pressed");
+ add_child(hb_smpl);
sample = memnew(TextureRect);
+ hb_smpl->add_child(sample);
sample->set_h_size_flags(SIZE_EXPAND_FILL);
sample->connect("draw", this, "_sample_draw");
- hb_smpl->add_child(sample);
+ btn_pick = memnew(ToolButton);
hb_smpl->add_child(btn_pick);
- add_child(hb_smpl);
+ btn_pick->set_toggle_mode(true);
+ btn_pick->set_tooltip(TTR("Pick a color from the screen."));
+ btn_pick->connect("pressed", this, "_screen_pick_pressed");
HBoxContainer *hb_edit = memnew(HBoxContainer);
+ add_child(hb_edit);
hb_edit->set_v_size_flags(SIZE_EXPAND_FILL);
uv_edit = memnew(Control);
-
+ hb_edit->add_child(uv_edit);
uv_edit->connect("gui_input", this, "_uv_input");
uv_edit->set_mouse_filter(MOUSE_FILTER_PASS);
uv_edit->set_h_size_flags(SIZE_EXPAND_FILL);
@@ -637,19 +642,14 @@ ColorPicker::ColorPicker() :
uv_edit->set_custom_minimum_size(Size2(get_constant("sv_width"), get_constant("sv_height")));
uv_edit->connect("draw", this, "_hsv_draw", make_binds(0, uv_edit));
- add_child(hb_edit);
-
w_edit = memnew(Control);
+ hb_edit->add_child(w_edit);
w_edit->set_custom_minimum_size(Size2(get_constant("h_width"), 0));
w_edit->set_h_size_flags(SIZE_FILL);
w_edit->set_v_size_flags(SIZE_EXPAND_FILL);
w_edit->connect("gui_input", this, "_w_input");
w_edit->connect("draw", this, "_hsv_draw", make_binds(1, w_edit));
- hb_edit->add_child(uv_edit);
- hb_edit->add_child(memnew(VSeparator));
- hb_edit->add_child(w_edit);
-
VBoxContainer *vbl = memnew(VBoxContainer);
add_child(vbl);
@@ -690,31 +690,43 @@ ColorPicker::ColorPicker() :
}
HBoxContainer *hhb = memnew(HBoxContainer);
+ vbr->add_child(hhb);
btn_mode = memnew(CheckButton);
+ hhb->add_child(btn_mode);
btn_mode->set_text(TTR("Raw Mode"));
btn_mode->connect("toggled", this, "set_raw_mode");
- hhb->add_child(btn_mode);
- vbr->add_child(hhb);
+
text_type = memnew(Button);
- text_type->set_flat(true);
- text_type->connect("pressed", this, "_text_type_toggled");
hhb->add_child(text_type);
+ text_type->set_text("#");
+ text_type->set_tooltip(TTR("Switch between hexadecimal and code values."));
+ if (Engine::get_singleton()->is_editor_hint()) {
+
+#ifdef TOOLS_ENABLED
+ text_type->set_custom_minimum_size(Size2(28 * EDSCALE, 0)); // Adjust for the width of the "Script" icon.
+#endif
+ text_type->connect("pressed", this, "_text_type_toggled");
+ } else {
+
+ text_type->set_flat(true);
+ text_type->set_mouse_filter(MOUSE_FILTER_IGNORE);
+ }
c_text = memnew(LineEdit);
hhb->add_child(c_text);
+ c_text->set_h_size_flags(SIZE_EXPAND_FILL);
c_text->connect("text_entered", this, "_html_entered");
c_text->connect("focus_entered", this, "_focus_enter");
c_text->connect("focus_exited", this, "_html_focus_exit");
- text_type->set_text("#");
- c_text->set_h_size_flags(SIZE_EXPAND_FILL);
-
_update_controls();
updating = false;
set_pick_color(Color(1, 1, 1));
+ add_child(memnew(HSeparator));
+
HBoxContainer *bbc = memnew(HBoxContainer);
add_child(bbc);
@@ -724,9 +736,9 @@ ColorPicker::ColorPicker() :
preset->connect("draw", this, "_update_presets");
bt_add_preset = memnew(Button);
- bt_add_preset->set_tooltip(TTR("Add current color as a preset"));
- bt_add_preset->connect("pressed", this, "_add_preset_pressed");
bbc->add_child(bt_add_preset);
+ bt_add_preset->set_tooltip(TTR("Add current color as a preset."));
+ bt_add_preset->connect("pressed", this, "_add_preset_pressed");
}
/////////////////
@@ -837,9 +849,9 @@ void ColorPickerButton::_bind_methods() {
ColorPickerButton::ColorPickerButton() {
- //Initialization is now done deferred
- //this improves performance in the inspector as the color picker
- //can be expensive to initialize
+ // Initialization is now done deferred,
+ // this improves performance in the inspector as the color picker
+ // can be expensive to initialize.
picker = NULL;
popup = NULL;
edit_alpha = true;
diff --git a/scene/gui/color_picker.h b/scene/gui/color_picker.h
index e32c830434..b78844839a 100644
--- a/scene/gui/color_picker.h
+++ b/scene/gui/color_picker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/color_rect.cpp b/scene/gui/color_rect.cpp
index 463f3911dc..df9b4e8498 100644
--- a/scene/gui/color_rect.cpp
+++ b/scene/gui/color_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/color_rect.h b/scene/gui/color_rect.h
index a841008f76..d7f9ef275d 100644
--- a/scene/gui/color_rect.h
+++ b/scene/gui/color_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/container.cpp b/scene/gui/container.cpp
index d606629041..2579321773 100644
--- a/scene/gui/container.cpp
+++ b/scene/gui/container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -95,6 +95,7 @@ void Container::_sort_children() {
void Container::fit_child_in_rect(Control *p_child, const Rect2 &p_rect) {
+ ERR_FAIL_COND(!p_child);
ERR_FAIL_COND(p_child->get_parent() != this);
Size2 minsize = p_child->get_combined_minimum_size();
diff --git a/scene/gui/container.h b/scene/gui/container.h
index c472162f58..0b014137f4 100644
--- a/scene/gui/container.h
+++ b/scene/gui/container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp
index a580d89439..513befb8f3 100644
--- a/scene/gui/control.cpp
+++ b/scene/gui/control.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/control.h b/scene/gui/control.h
index eb39d9ca0f..0812457bd2 100644
--- a/scene/gui/control.h
+++ b/scene/gui/control.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp
index 50511f6bbd..89f3d509d0 100644
--- a/scene/gui/dialogs.cpp
+++ b/scene/gui/dialogs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/dialogs.h b/scene/gui/dialogs.h
index feb080dd06..4b89ac54c5 100644
--- a/scene/gui/dialogs.h
+++ b/scene/gui/dialogs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/file_dialog.cpp b/scene/gui/file_dialog.cpp
index a869f7cfcd..5599c64daa 100644
--- a/scene/gui/file_dialog.cpp
+++ b/scene/gui/file_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/file_dialog.h b/scene/gui/file_dialog.h
index 8bd15080d3..85edac0b12 100644
--- a/scene/gui/file_dialog.h
+++ b/scene/gui/file_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp
index c13964d196..cfbc9d6d18 100644
--- a/scene/gui/gradient_edit.cpp
+++ b/scene/gui/gradient_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/gradient_edit.h b/scene/gui/gradient_edit.h
index f6927ad0b7..662278a17b 100644
--- a/scene/gui/gradient_edit.h
+++ b/scene/gui/gradient_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -33,8 +33,8 @@
#include "scene/gui/color_picker.h"
#include "scene/gui/popup.h"
-#include "scene/resources/color_ramp.h"
#include "scene/resources/default_theme/theme_data.h"
+#include "scene/resources/gradient.h"
#define POINT_WIDTH (8 * EDSCALE)
diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp
index eee3213fe7..94c65b3e64 100644
--- a/scene/gui/graph_edit.cpp
+++ b/scene/gui/graph_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -34,6 +34,10 @@
#include "core/os/keyboard.h"
#include "scene/gui/box_container.h"
+#ifdef TOOLS_ENABLED
+#include "editor/editor_scale.h"
+#endif
+
#define ZOOM_SCALE 1.2
#define MIN_ZOOM (((1 / ZOOM_SCALE) / ZOOM_SCALE) / ZOOM_SCALE)
@@ -665,11 +669,15 @@ void GraphEdit::_draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const
Vector<Color> colors;
points.push_back(p_from);
colors.push_back(p_color);
- _bake_segment2d(points, colors, 0, 1, p_from, c1, p_to, c2, 0, 3, 9, 8, p_color, p_to_color, lines);
+ _bake_segment2d(points, colors, 0, 1, p_from, c1, p_to, c2, 0, 3, 9, 3, p_color, p_to_color, lines);
points.push_back(p_to);
colors.push_back(p_to_color);
+#ifdef TOOLS_ENABLED
+ p_where->draw_polyline_colors(points, colors, Math::floor(2 * EDSCALE), true);
+#else
p_where->draw_polyline_colors(points, colors, 2, true);
+#endif
}
void GraphEdit::_connections_layer_draw() {
@@ -1277,7 +1285,7 @@ void GraphEdit::_bind_methods() {
ADD_SIGNAL(MethodInfo("connection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot")));
ADD_SIGNAL(MethodInfo("disconnection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot")));
- ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "p_position")));
+ ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "position")));
ADD_SIGNAL(MethodInfo("duplicate_nodes_request"));
ADD_SIGNAL(MethodInfo("node_selected", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("connection_to_empty", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::VECTOR2, "release_position")));
diff --git a/scene/gui/graph_edit.h b/scene/gui/graph_edit.h
index 71165e3dc9..de826bf505 100644
--- a/scene/gui/graph_edit.h
+++ b/scene/gui/graph_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/graph_node.cpp b/scene/gui/graph_node.cpp
index b189afd30b..8c588109d6 100644
--- a/scene/gui/graph_node.cpp
+++ b/scene/gui/graph_node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -192,97 +192,104 @@ bool GraphNode::has_point(const Point2 &p_point) const {
void GraphNode::_notification(int p_what) {
- if (p_what == NOTIFICATION_DRAW) {
+ switch (p_what) {
+ case NOTIFICATION_DRAW: {
- Ref<StyleBox> sb;
+ Ref<StyleBox> sb;
- if (comment) {
- sb = get_stylebox(selected ? "commentfocus" : "comment");
+ if (comment) {
+ sb = get_stylebox(selected ? "commentfocus" : "comment");
- } else {
+ } else {
- sb = get_stylebox(selected ? "selectedframe" : "frame");
- }
+ sb = get_stylebox(selected ? "selectedframe" : "frame");
+ }
- //sb=sb->duplicate();
- //sb->call("set_modulate",modulate);
- Ref<Texture> port = get_icon("port");
- Ref<Texture> close = get_icon("close");
- Ref<Texture> resizer = get_icon("resizer");
- int close_offset = get_constant("close_offset");
- int close_h_offset = get_constant("close_h_offset");
- Color close_color = get_color("close_color");
- Ref<Font> title_font = get_font("title_font");
- int title_offset = get_constant("title_offset");
- int title_h_offset = get_constant("title_h_offset");
- Color title_color = get_color("title_color");
- Point2i icofs = -port->get_size() * 0.5;
- int edgeofs = get_constant("port_offset");
- icofs.y += sb->get_margin(MARGIN_TOP);
-
- draw_style_box(sb, Rect2(Point2(), get_size()));
-
- switch (overlay) {
- case OVERLAY_DISABLED: {
-
- } break;
- case OVERLAY_BREAKPOINT: {
-
- draw_style_box(get_stylebox("breakpoint"), Rect2(Point2(), get_size()));
- } break;
- case OVERLAY_POSITION: {
- draw_style_box(get_stylebox("position"), Rect2(Point2(), get_size()));
-
- } break;
- }
+ //sb=sb->duplicate();
+ //sb->call("set_modulate",modulate);
+ Ref<Texture> port = get_icon("port");
+ Ref<Texture> close = get_icon("close");
+ Ref<Texture> resizer = get_icon("resizer");
+ int close_offset = get_constant("close_offset");
+ int close_h_offset = get_constant("close_h_offset");
+ Color close_color = get_color("close_color");
+ Ref<Font> title_font = get_font("title_font");
+ int title_offset = get_constant("title_offset");
+ int title_h_offset = get_constant("title_h_offset");
+ Color title_color = get_color("title_color");
+ Point2i icofs = -port->get_size() * 0.5;
+ int edgeofs = get_constant("port_offset");
+ icofs.y += sb->get_margin(MARGIN_TOP);
+
+ draw_style_box(sb, Rect2(Point2(), get_size()));
+
+ switch (overlay) {
+ case OVERLAY_DISABLED: {
+
+ } break;
+ case OVERLAY_BREAKPOINT: {
+
+ draw_style_box(get_stylebox("breakpoint"), Rect2(Point2(), get_size()));
+ } break;
+ case OVERLAY_POSITION: {
+ draw_style_box(get_stylebox("position"), Rect2(Point2(), get_size()));
+
+ } break;
+ }
- int w = get_size().width - sb->get_minimum_size().x;
+ int w = get_size().width - sb->get_minimum_size().x;
- if (show_close)
- w -= close->get_width();
+ if (show_close)
+ w -= close->get_width();
- draw_string(title_font, Point2(sb->get_margin(MARGIN_LEFT) + title_h_offset, -title_font->get_height() + title_font->get_ascent() + title_offset), title, title_color, w);
- if (show_close) {
- Vector2 cpos = Point2(w + sb->get_margin(MARGIN_LEFT) + close_h_offset, -close->get_height() + close_offset);
- draw_texture(close, cpos, close_color);
- close_rect.position = cpos;
- close_rect.size = close->get_size();
- } else {
- close_rect = Rect2();
- }
+ draw_string(title_font, Point2(sb->get_margin(MARGIN_LEFT) + title_h_offset, -title_font->get_height() + title_font->get_ascent() + title_offset), title, title_color, w);
+ if (show_close) {
+ Vector2 cpos = Point2(w + sb->get_margin(MARGIN_LEFT) + close_h_offset, -close->get_height() + close_offset);
+ draw_texture(close, cpos, close_color);
+ close_rect.position = cpos;
+ close_rect.size = close->get_size();
+ } else {
+ close_rect = Rect2();
+ }
- for (Map<int, Slot>::Element *E = slot_info.front(); E; E = E->next()) {
-
- if (E->key() < 0 || E->key() >= cache_y.size())
- continue;
- if (!slot_info.has(E->key()))
- continue;
- const Slot &s = slot_info[E->key()];
- //left
- if (s.enable_left) {
- Ref<Texture> p = port;
- if (s.custom_slot_left.is_valid()) {
- p = s.custom_slot_left;
+ for (Map<int, Slot>::Element *E = slot_info.front(); E; E = E->next()) {
+
+ if (E->key() < 0 || E->key() >= cache_y.size())
+ continue;
+ if (!slot_info.has(E->key()))
+ continue;
+ const Slot &s = slot_info[E->key()];
+ //left
+ if (s.enable_left) {
+ Ref<Texture> p = port;
+ if (s.custom_slot_left.is_valid()) {
+ p = s.custom_slot_left;
+ }
+ p->draw(get_canvas_item(), icofs + Point2(edgeofs, cache_y[E->key()]), s.color_left);
}
- p->draw(get_canvas_item(), icofs + Point2(edgeofs, cache_y[E->key()]), s.color_left);
- }
- if (s.enable_right) {
- Ref<Texture> p = port;
- if (s.custom_slot_right.is_valid()) {
- p = s.custom_slot_right;
+ if (s.enable_right) {
+ Ref<Texture> p = port;
+ if (s.custom_slot_right.is_valid()) {
+ p = s.custom_slot_right;
+ }
+ p->draw(get_canvas_item(), icofs + Point2(get_size().x - edgeofs, cache_y[E->key()]), s.color_right);
}
- p->draw(get_canvas_item(), icofs + Point2(get_size().x - edgeofs, cache_y[E->key()]), s.color_right);
}
- }
- if (resizable) {
- draw_texture(resizer, get_size() - resizer->get_size());
- }
- }
+ if (resizable) {
+ draw_texture(resizer, get_size() - resizer->get_size());
+ }
+ } break;
+
+ case NOTIFICATION_SORT_CHILDREN: {
+
+ _resort();
+ } break;
- if (p_what == NOTIFICATION_SORT_CHILDREN) {
+ case NOTIFICATION_THEME_CHANGED: {
- _resort();
+ minimum_size_changed();
+ } break;
}
}
diff --git a/scene/gui/graph_node.h b/scene/gui/graph_node.h
index 20d25a69b0..2179904cc4 100644
--- a/scene/gui/graph_node.h
+++ b/scene/gui/graph_node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/grid_container.cpp b/scene/gui/grid_container.cpp
index bb1d1d7695..d0e2edc7b5 100644
--- a/scene/gui/grid_container.cpp
+++ b/scene/gui/grid_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -164,6 +164,10 @@ void GridContainer::_notification(int p_what) {
}
} break;
+ case NOTIFICATION_THEME_CHANGED: {
+
+ minimum_size_changed();
+ } break;
}
}
diff --git a/scene/gui/grid_container.h b/scene/gui/grid_container.h
index 243d06f034..3196046378 100644
--- a/scene/gui/grid_container.h
+++ b/scene/gui/grid_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp
index 1669d62082..f34cd131e4 100644
--- a/scene/gui/item_list.cpp
+++ b/scene/gui/item_list.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -715,9 +715,9 @@ void ItemList::_gui_input(const Ref<InputEvent> &p_event) {
}
} else if (p_event->is_action("ui_cancel")) {
search_string = "";
- } else if (p_event->is_action("ui_select")) {
+ } else if (p_event->is_action("ui_select") && select_mode == SELECT_MULTI) {
- if (select_mode == SELECT_MULTI && current >= 0 && current < items.size()) {
+ if (current >= 0 && current < items.size()) {
if (items[current].selectable && !items[current].disabled && !items[current].selected) {
select(current, false);
emit_signal("multi_selected", current, true);
@@ -1094,7 +1094,7 @@ void ItemList::_notification(int p_what) {
if (items[i].disabled)
modulate.a *= 0.5;
- // If the icon is transposed, we have to swith the size so that it is drawn correctly
+ // If the icon is transposed, we have to switch the size so that it is drawn correctly
if (items[i].icon_transposed) {
Size2 size_tmp = draw_rect.size;
draw_rect.size.x = size_tmp.y;
diff --git a/scene/gui/item_list.h b/scene/gui/item_list.h
index acd17986eb..3a7cc65ab4 100644
--- a/scene/gui/item_list.h
+++ b/scene/gui/item_list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp
index 14e8c34d5f..e3e9368a12 100644
--- a/scene/gui/label.cpp
+++ b/scene/gui/label.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/label.h b/scene/gui/label.h
index d5e0b60773..561c42ef9e 100644
--- a/scene/gui/label.h
+++ b/scene/gui/label.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp
index 42d7f1b080..4a2bb3dad1 100644
--- a/scene/gui/line_edit.cpp
+++ b/scene/gui/line_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -248,7 +248,9 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
set_cursor_position(text.length());
} break;
#endif
- default: { handled = false; }
+ default: {
+ handled = false;
+ }
}
if (handled) {
@@ -860,9 +862,11 @@ void LineEdit::_notification(int p_what) {
} break;
case MainLoop::NOTIFICATION_OS_IME_UPDATE: {
- ime_text = OS::get_singleton()->get_ime_text();
- ime_selection = OS::get_singleton()->get_ime_selection();
- update();
+ if (has_focus()) {
+ ime_text = OS::get_singleton()->get_ime_text();
+ ime_selection = OS::get_singleton()->get_ime_selection();
+ update();
+ }
} break;
}
}
@@ -1286,13 +1290,11 @@ int LineEdit::get_max_length() const {
void LineEdit::selection_fill_at_cursor() {
- int aux;
-
selection.begin = cursor_pos;
selection.end = selection.cursor_start;
if (selection.end < selection.begin) {
- aux = selection.end;
+ int aux = selection.end;
selection.end = selection.begin;
selection.begin = aux;
}
diff --git a/scene/gui/line_edit.h b/scene/gui/line_edit.h
index ddcdeda8c0..3b29780dc0 100644
--- a/scene/gui/line_edit.h
+++ b/scene/gui/line_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/link_button.cpp b/scene/gui/link_button.cpp
index a603487cf1..21527e9bfc 100644
--- a/scene/gui/link_button.cpp
+++ b/scene/gui/link_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/link_button.h b/scene/gui/link_button.h
index 0821ad9c0d..17c4bca67b 100644
--- a/scene/gui/link_button.h
+++ b/scene/gui/link_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,7 @@
#define LINKBUTTON_H
#include "scene/gui/base_button.h"
-#include "scene/resources/bit_mask.h"
+#include "scene/resources/bit_map.h"
class LinkButton : public BaseButton {
diff --git a/scene/gui/margin_container.cpp b/scene/gui/margin_container.cpp
index 5e1d53fe1d..62ba45c484 100644
--- a/scene/gui/margin_container.cpp
+++ b/scene/gui/margin_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -64,27 +64,33 @@ Size2 MarginContainer::get_minimum_size() const {
void MarginContainer::_notification(int p_what) {
- if (p_what == NOTIFICATION_SORT_CHILDREN) {
+ switch (p_what) {
+ case NOTIFICATION_SORT_CHILDREN: {
- int margin_left = get_constant("margin_left");
- int margin_top = get_constant("margin_top");
- int margin_right = get_constant("margin_right");
- int margin_bottom = get_constant("margin_bottom");
+ int margin_left = get_constant("margin_left");
+ int margin_top = get_constant("margin_top");
+ int margin_right = get_constant("margin_right");
+ int margin_bottom = get_constant("margin_bottom");
- Size2 s = get_size();
+ Size2 s = get_size();
- for (int i = 0; i < get_child_count(); i++) {
+ for (int i = 0; i < get_child_count(); i++) {
- Control *c = Object::cast_to<Control>(get_child(i));
- if (!c)
- continue;
- if (c->is_set_as_toplevel())
- continue;
+ Control *c = Object::cast_to<Control>(get_child(i));
+ if (!c)
+ continue;
+ if (c->is_set_as_toplevel())
+ continue;
- int w = s.width - margin_left - margin_right;
- int h = s.height - margin_top - margin_bottom;
- fit_child_in_rect(c, Rect2(margin_left, margin_top, w, h));
- }
+ int w = s.width - margin_left - margin_right;
+ int h = s.height - margin_top - margin_bottom;
+ fit_child_in_rect(c, Rect2(margin_left, margin_top, w, h));
+ }
+ } break;
+ case NOTIFICATION_THEME_CHANGED: {
+
+ minimum_size_changed();
+ } break;
}
}
diff --git a/scene/gui/margin_container.h b/scene/gui/margin_container.h
index ea75109248..336b68665f 100644
--- a/scene/gui/margin_container.h
+++ b/scene/gui/margin_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/menu_button.cpp b/scene/gui/menu_button.cpp
index b4cb297900..b67d8c00d6 100644
--- a/scene/gui/menu_button.cpp
+++ b/scene/gui/menu_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/menu_button.h b/scene/gui/menu_button.h
index abc49f4988..794840035e 100644
--- a/scene/gui/menu_button.h
+++ b/scene/gui/menu_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/nine_patch_rect.cpp b/scene/gui/nine_patch_rect.cpp
index 802dc0db4f..23e0ea876d 100644
--- a/scene/gui/nine_patch_rect.cpp
+++ b/scene/gui/nine_patch_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/nine_patch_rect.h b/scene/gui/nine_patch_rect.h
index b4b4602a7d..ac17e52fc1 100644
--- a/scene/gui/nine_patch_rect.h
+++ b/scene/gui/nine_patch_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/option_button.cpp b/scene/gui/option_button.cpp
index 6b847c6483..b9b270ce0c 100644
--- a/scene/gui/option_button.cpp
+++ b/scene/gui/option_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -160,6 +160,12 @@ int OptionButton::get_item_id(int p_idx) const {
return popup->get_item_id(p_idx);
}
+
+int OptionButton::get_item_index(int p_id) const {
+
+ return popup->get_item_index(p_id);
+}
+
Variant OptionButton::get_item_metadata(int p_idx) const {
return popup->get_item_metadata(p_idx);
@@ -306,6 +312,7 @@ void OptionButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_item_text", "idx"), &OptionButton::get_item_text);
ClassDB::bind_method(D_METHOD("get_item_icon", "idx"), &OptionButton::get_item_icon);
ClassDB::bind_method(D_METHOD("get_item_id", "idx"), &OptionButton::get_item_id);
+ ClassDB::bind_method(D_METHOD("get_item_index", "id"), &OptionButton::get_item_index);
ClassDB::bind_method(D_METHOD("get_item_metadata", "idx"), &OptionButton::get_item_metadata);
ClassDB::bind_method(D_METHOD("is_item_disabled", "idx"), &OptionButton::is_item_disabled);
ClassDB::bind_method(D_METHOD("get_item_count"), &OptionButton::get_item_count);
diff --git a/scene/gui/option_button.h b/scene/gui/option_button.h
index d5f866d806..63b451377a 100644
--- a/scene/gui/option_button.h
+++ b/scene/gui/option_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -71,6 +71,7 @@ public:
String get_item_text(int p_idx) const;
Ref<Texture> get_item_icon(int p_idx) const;
int get_item_id(int p_idx) const;
+ int get_item_index(int p_id) const;
Variant get_item_metadata(int p_idx) const;
bool is_item_disabled(int p_idx) const;
diff --git a/scene/gui/panel.cpp b/scene/gui/panel.cpp
index d3b7b72ee1..c26bd09f50 100644
--- a/scene/gui/panel.cpp
+++ b/scene/gui/panel.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/panel.h b/scene/gui/panel.h
index db8b35372e..f8d15e4261 100644
--- a/scene/gui/panel.h
+++ b/scene/gui/panel.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/panel_container.cpp b/scene/gui/panel_container.cpp
index a778d62659..b1fced87fc 100644
--- a/scene/gui/panel_container.cpp
+++ b/scene/gui/panel_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/panel_container.h b/scene/gui/panel_container.h
index 267e2b921f..15661d3e35 100644
--- a/scene/gui/panel_container.h
+++ b/scene/gui/panel_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/popup.cpp b/scene/gui/popup.cpp
index bfbe62e1c7..80ec7049fc 100644
--- a/scene/gui/popup.cpp
+++ b/scene/gui/popup.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -52,9 +52,13 @@ void Popup::_notification(int p_what) {
//small helper to make editing of these easier in editor
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && get_tree()->get_edited_scene_root() && get_tree()->get_edited_scene_root()->is_a_parent_of(this)) {
+ //edited on editor
set_as_toplevel(false);
- }
+ } else
#endif
+ if (is_visible()) {
+ hide();
+ }
}
}
@@ -120,49 +124,22 @@ void Popup::popup_centered_minsize(const Size2 &p_minsize) {
void Popup::popup_centered(const Size2 &p_size) {
- Point2 window_size = get_viewport_rect().size;
-
- emit_signal("about_to_show");
Rect2 rect;
+ Size2 window_size = get_viewport_rect().size;
rect.size = p_size == Size2() ? get_size() : p_size;
-
rect.position = ((window_size - rect.size) / 2.0).floor();
- set_position(rect.position);
- set_size(rect.size);
- show_modal(exclusive);
- _fix_size();
-
- Control *focusable = find_next_valid_focus();
- if (focusable)
- focusable->grab_focus();
-
- _post_popup();
- notification(NOTIFICATION_POST_POPUP);
- popped_up = true;
+ popup(rect);
}
void Popup::popup_centered_ratio(float p_screen_ratio) {
- emit_signal("about_to_show");
-
Rect2 rect;
- Point2 window_size = get_viewport_rect().size;
+ Size2 window_size = get_viewport_rect().size;
rect.size = (window_size * p_screen_ratio).floor();
rect.position = ((window_size - rect.size) / 2.0).floor();
- set_position(rect.position);
- set_size(rect.size);
-
- show_modal(exclusive);
- _fix_size();
- Control *focusable = find_next_valid_focus();
- if (focusable)
- focusable->grab_focus();
-
- _post_popup();
- notification(NOTIFICATION_POST_POPUP);
- popped_up = true;
+ popup(rect);
}
void Popup::popup(const Rect2 &p_bounds) {
diff --git a/scene/gui/popup.h b/scene/gui/popup.h
index 5b1ef7d6ca..7ccefe1d75 100644
--- a/scene/gui/popup.h
+++ b/scene/gui/popup.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index 82d6e6480e..ac94ac63ec 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h
index a06a17c9fe..767ff568fe 100644
--- a/scene/gui/popup_menu.h
+++ b/scene/gui/popup_menu.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/progress_bar.cpp b/scene/gui/progress_bar.cpp
index fc5d56237a..2195ec9778 100644
--- a/scene/gui/progress_bar.cpp
+++ b/scene/gui/progress_bar.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -92,5 +92,6 @@ void ProgressBar::_bind_methods() {
ProgressBar::ProgressBar() {
set_v_size_flags(0);
+ set_step(0.01);
percent_visible = true;
}
diff --git a/scene/gui/progress_bar.h b/scene/gui/progress_bar.h
index d091c983b1..6157183e0f 100644
--- a/scene/gui/progress_bar.h
+++ b/scene/gui/progress_bar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/range.cpp b/scene/gui/range.cpp
index e862743934..c24e62c8cb 100644
--- a/scene/gui/range.cpp
+++ b/scene/gui/range.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/range.h b/scene/gui/range.h
index 58f15c8aa8..cf0add8c89 100644
--- a/scene/gui/range.h
+++ b/scene/gui/range.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/reference_rect.cpp b/scene/gui/reference_rect.cpp
index e96e5afb2a..553e133946 100644
--- a/scene/gui/reference_rect.cpp
+++ b/scene/gui/reference_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/reference_rect.h b/scene/gui/reference_rect.h
index 9fad1a06b0..de3ccaeeca 100644
--- a/scene/gui/reference_rect.h
+++ b/scene/gui/reference_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp
index db890bf1c8..2e466fd582 100644
--- a/scene/gui/rich_text_label.cpp
+++ b/scene/gui/rich_text_label.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h
index 7c30738e2d..bec2c5ac02 100644
--- a/scene/gui/rich_text_label.h
+++ b/scene/gui/rich_text_label.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/scroll_bar.cpp b/scene/gui/scroll_bar.cpp
index 0e68476439..2938654ed9 100644
--- a/scene/gui/scroll_bar.cpp
+++ b/scene/gui/scroll_bar.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/scroll_bar.h b/scene/gui/scroll_bar.h
index cde4120cdb..5ceabfc06b 100644
--- a/scene/gui/scroll_bar.h
+++ b/scene/gui/scroll_bar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp
index 9c22a049b8..28292309b9 100644
--- a/scene/gui/scroll_container.cpp
+++ b/scene/gui/scroll_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -271,7 +271,6 @@ void ScrollContainer::_notification(int p_what) {
}
if (!scroll_v || (!v_scroll->is_visible_in_tree() && c->get_v_size_flags() & SIZE_EXPAND)) {
r.position.y = 0;
- r.size.height = size.height;
if (c->get_v_size_flags() & SIZE_EXPAND)
r.size.height = MAX(size.height, minsize.height);
else
diff --git a/scene/gui/scroll_container.h b/scene/gui/scroll_container.h
index abef80294a..2ab169f4d0 100644
--- a/scene/gui/scroll_container.h
+++ b/scene/gui/scroll_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/separator.cpp b/scene/gui/separator.cpp
index cd0b06da81..a717420b9b 100644
--- a/scene/gui/separator.cpp
+++ b/scene/gui/separator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/separator.h b/scene/gui/separator.h
index 7949c7ca9b..54ad9b5bb5 100644
--- a/scene/gui/separator.h
+++ b/scene/gui/separator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/shortcut.cpp b/scene/gui/shortcut.cpp
index 6fcf96f611..400fdca082 100644
--- a/scene/gui/shortcut.cpp
+++ b/scene/gui/shortcut.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/shortcut.h b/scene/gui/shortcut.h
index 7613a24e43..df0623ed50 100644
--- a/scene/gui/shortcut.h
+++ b/scene/gui/shortcut.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/slider.cpp b/scene/gui/slider.cpp
index 147c0518ec..eb04b85931 100644
--- a/scene/gui/slider.cpp
+++ b/scene/gui/slider.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/slider.h b/scene/gui/slider.h
index 4d02348159..d0ab7baecf 100644
--- a/scene/gui/slider.h
+++ b/scene/gui/slider.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/spin_box.cpp b/scene/gui/spin_box.cpp
index 4f43bb0581..d21143739c 100644
--- a/scene/gui/spin_box.cpp
+++ b/scene/gui/spin_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/spin_box.h b/scene/gui/spin_box.h
index 6425af7158..49dc6d950c 100644
--- a/scene/gui/spin_box.h
+++ b/scene/gui/spin_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/split_container.cpp b/scene/gui/split_container.cpp
index c3265d3ed5..d6a93238b2 100644
--- a/scene/gui/split_container.cpp
+++ b/scene/gui/split_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -193,6 +193,10 @@ void SplitContainer::_notification(int p_what) {
draw_texture(tex, Point2i(middle_sep + (sep - tex->get_width()) / 2, (size.y - tex->get_height()) / 2));
}
} break;
+ case NOTIFICATION_THEME_CHANGED: {
+
+ minimum_size_changed();
+ } break;
}
}
diff --git a/scene/gui/split_container.h b/scene/gui/split_container.h
index f8b3343aa8..3c1ca09a9f 100644
--- a/scene/gui/split_container.h
+++ b/scene/gui/split_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp
index 4c354768fe..212efa4976 100644
--- a/scene/gui/tab_container.cpp
+++ b/scene/gui/tab_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -338,6 +338,7 @@ void TabContainer::_notification(int p_what) {
}
} break;
case NOTIFICATION_THEME_CHANGED: {
+ minimum_size_changed();
call_deferred("_on_theme_changed"); //wait until all changed theme
} break;
}
diff --git a/scene/gui/tab_container.h b/scene/gui/tab_container.h
index 8a3c9d2bb2..c110f041d0 100644
--- a/scene/gui/tab_container.h
+++ b/scene/gui/tab_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/tabs.cpp b/scene/gui/tabs.cpp
index 4fe4271368..ac643c1320 100644
--- a/scene/gui/tabs.cpp
+++ b/scene/gui/tabs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/tabs.h b/scene/gui/tabs.h
index a98744b804..7c54f1acf2 100644
--- a/scene/gui/tabs.h
+++ b/scene/gui/tabs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index b1849b7e69..4abde6cc0f 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -549,16 +549,17 @@ void TextEdit::_notification(int p_what) {
MessageQueue::get_singleton()->push_call(this, "_cursor_changed_emit");
if (text_changed_dirty)
MessageQueue::get_singleton()->push_call(this, "_text_changed_emit");
- update_wrap_at();
+ _update_wrap_at();
} break;
case NOTIFICATION_RESIZED: {
_update_scrollbars();
- update_wrap_at();
+ call_deferred("_update_wrap_at");
} break;
case NOTIFICATION_THEME_CHANGED: {
_update_caches();
+ _update_wrap_at();
} break;
case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
window_has_focus = true;
@@ -802,6 +803,7 @@ void TextEdit::_notification(int p_what) {
}
Point2 cursor_pos;
+ int cursor_insert_offset_y = 0;
// get the highlighted words
String highlighted_text = get_selection_text();
@@ -1108,9 +1110,11 @@ void TextEdit::_notification(int p_what) {
if (cursor.column == last_wrap_column + j && cursor.line == line && cursor_wrap_index == line_wrap_index) {
cursor_pos = Point2i(char_ofs + char_margin + ofs_x, ofs_y);
+ cursor_pos.y += (get_row_height() - cache.font->get_height()) / 2;
if (insert_mode) {
- cursor_pos.y += (get_row_height() - 3);
+ cursor_insert_offset_y = (cache.font->get_height() - 3);
+ cursor_pos.y += cursor_insert_offset_y;
}
int caret_w = (str[j] == '\t') ? cache.font->get_char_size(' ').width : char_w;
@@ -1155,7 +1159,8 @@ void TextEdit::_notification(int p_what) {
#else
caret_w = (block_caret) ? caret_w : 2;
#endif
- VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, get_row_height())), cache.caret_color);
+
+ VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, cache.font->get_height())), cache.caret_color);
}
}
}
@@ -1198,9 +1203,11 @@ void TextEdit::_notification(int p_what) {
if (cursor.column == last_wrap_column + str.length() && cursor.line == line && cursor_wrap_index == line_wrap_index && (char_ofs + char_margin) >= xmargin_beg) {
cursor_pos = Point2i(char_ofs + char_margin + ofs_x, ofs_y);
+ cursor_pos.y += (get_row_height() - cache.font->get_height()) / 2;
if (insert_mode) {
- cursor_pos.y += (get_row_height() - 3);
+ cursor_insert_offset_y = cache.font->get_height() - 3;
+ cursor_pos.y += cursor_insert_offset_y;
}
if (ime_text.length() > 0) {
int ofs = 0;
@@ -1245,7 +1252,8 @@ void TextEdit::_notification(int p_what) {
#else
int caret_w = (block_caret) ? char_w : 2;
#endif
- VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, get_row_height())), cache.caret_color);
+
+ VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, cache.font->get_height())), cache.caret_color);
}
}
}
@@ -1287,9 +1295,9 @@ void TextEdit::_notification(int p_what) {
int th = h + csb->get_minimum_size().y;
if (cursor_pos.y + get_row_height() + th > get_size().height) {
- completion_rect.position.y = cursor_pos.y - th;
+ completion_rect.position.y = cursor_pos.y - th - (cache.line_spacing / 2.0f) - cursor_insert_offset_y;
} else {
- completion_rect.position.y = cursor_pos.y + get_row_height() + csb->get_offset().y;
+ completion_rect.position.y = cursor_pos.y + cache.font->get_height() + (cache.line_spacing / 2.0f) + csb->get_offset().y - cursor_insert_offset_y;
completion_below = true;
}
@@ -1323,7 +1331,8 @@ void TextEdit::_notification(int p_what) {
text_color = color_regions[j].color;
}
}
- draw_string(cache.font, Point2(completion_rect.position.x, completion_rect.position.y + i * get_row_height() + cache.font->get_ascent()), completion_options[l], text_color, completion_rect.size.width);
+ int yofs = (get_row_height() - cache.font->get_height()) / 2;
+ draw_string(cache.font, Point2(completion_rect.position.x, completion_rect.position.y + i * get_row_height() + cache.font->get_ascent() + yofs), completion_options[l], text_color, completion_rect.size.width);
}
if (scrollw) {
@@ -1440,9 +1449,11 @@ void TextEdit::_notification(int p_what) {
} break;
case MainLoop::NOTIFICATION_OS_IME_UPDATE: {
- ime_text = OS::get_singleton()->get_ime_text();
- ime_selection = OS::get_singleton()->get_ime_selection();
- update();
+ if (has_focus()) {
+ ime_text = OS::get_singleton()->get_ime_text();
+ ime_selection = OS::get_singleton()->get_ime_selection();
+ update();
+ }
} break;
}
}
@@ -2634,24 +2645,26 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
}
case KEY_UP: {
- if (k->get_shift())
- _pre_shift_selection();
if (k->get_alt()) {
scancode_handled = false;
break;
}
#ifndef APPLE_STYLE_KEYS
if (k->get_command()) {
- _scroll_lines_up();
- break;
- }
#else
if (k->get_command() && k->get_alt()) {
+#endif
_scroll_lines_up();
break;
}
+ if (k->get_shift()) {
+ _pre_shift_selection();
+ }
+
+#ifdef APPLE_STYLE_KEYS
if (k->get_command()) {
+
cursor_set_line(0);
} else
#endif
@@ -2685,24 +2698,24 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
}
case KEY_DOWN: {
- if (k->get_shift())
- _pre_shift_selection();
if (k->get_alt()) {
scancode_handled = false;
break;
}
#ifndef APPLE_STYLE_KEYS
if (k->get_command()) {
- _scroll_lines_down();
- break;
- }
-
#else
if (k->get_command() && k->get_alt()) {
+#endif
_scroll_lines_down();
break;
}
+ if (k->get_shift()) {
+ _pre_shift_selection();
+ }
+
+#ifdef APPLE_STYLE_KEYS
if (k->get_command()) {
cursor_set_line(get_last_unhidden_line(), true, false, 9999);
} else
@@ -3250,7 +3263,6 @@ void TextEdit::_scroll_down(real_t p_delta) {
int max_v_scroll = round(v_scroll->get_max() - v_scroll->get_page());
if (target_v_scroll > max_v_scroll) {
target_v_scroll = max_v_scroll;
- v_scroll->set_value(target_v_scroll);
}
if (Math::abs(target_v_scroll - v_scroll->get_value()) < 1.0) {
v_scroll->set_value(target_v_scroll);
@@ -3635,7 +3647,7 @@ int TextEdit::get_total_visible_rows() const {
return total_rows;
}
-void TextEdit::update_wrap_at() {
+void TextEdit::_update_wrap_at() {
wrap_at = get_size().width - cache.style_normal->get_minimum_size().width - cache.line_number_w - cache.breakpoint_gutter_width - cache.fold_gutter_width - wrap_right_offset;
update_cursor_wrap_offset();
@@ -3801,7 +3813,6 @@ Vector<String> TextEdit::get_wrap_rows_text(int p_line) const {
if (indent_ofs + word_px > wrap_at) {
// not enough space; add it anyway
wrap_substring += word_str;
- px += word_px;
word_str = "";
word_px = 0;
}
@@ -6083,6 +6094,7 @@ void TextEdit::_bind_methods() {
ClassDB::bind_method(D_METHOD("_click_selection_held"), &TextEdit::_click_selection_held);
ClassDB::bind_method(D_METHOD("_toggle_draw_caret"), &TextEdit::_toggle_draw_caret);
ClassDB::bind_method(D_METHOD("_v_scroll_input"), &TextEdit::_v_scroll_input);
+ ClassDB::bind_method(D_METHOD("_update_wrap_at"), &TextEdit::_update_wrap_at);
BIND_ENUM_CONSTANT(SEARCH_MATCH_CASE);
BIND_ENUM_CONSTANT(SEARCH_WHOLE_WORDS);
diff --git a/scene/gui/text_edit.h b/scene/gui/text_edit.h
index f069ffc167..95f1fbbee5 100644
--- a/scene/gui/text_edit.h
+++ b/scene/gui/text_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -336,7 +336,7 @@ private:
int get_total_visible_rows() const;
void update_cursor_wrap_offset();
- void update_wrap_at();
+ void _update_wrap_at();
bool line_wraps(int line) const;
int times_line_wraps(int line) const;
Vector<String> get_wrap_rows_text(int p_line) const;
diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp
index 4a8d87902b..95aab95253 100644
--- a/scene/gui/texture_button.cpp
+++ b/scene/gui/texture_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/texture_button.h b/scene/gui/texture_button.h
index d42df390e8..d9224de686 100644
--- a/scene/gui/texture_button.h
+++ b/scene/gui/texture_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,7 @@
#define TEXTURE_BUTTON_H
#include "scene/gui/base_button.h"
-#include "scene/resources/bit_mask.h"
+#include "scene/resources/bit_map.h"
class TextureButton : public BaseButton {
GDCLASS(TextureButton, BaseButton);
diff --git a/scene/gui/texture_progress.cpp b/scene/gui/texture_progress.cpp
index a37659e521..778d86d546 100644
--- a/scene/gui/texture_progress.cpp
+++ b/scene/gui/texture_progress.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/texture_progress.h b/scene/gui/texture_progress.h
index a11e55234a..008bf5b038 100644
--- a/scene/gui/texture_progress.h
+++ b/scene/gui/texture_progress.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/texture_rect.cpp b/scene/gui/texture_rect.cpp
index 4371baf08c..caae48336b 100644
--- a/scene/gui/texture_rect.cpp
+++ b/scene/gui/texture_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/texture_rect.h b/scene/gui/texture_rect.h
index b684ac816c..ddd101573b 100644
--- a/scene/gui/texture_rect.h
+++ b/scene/gui/texture_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/tool_button.cpp b/scene/gui/tool_button.cpp
index 4220a6b5ce..a81cc34efa 100644
--- a/scene/gui/tool_button.cpp
+++ b/scene/gui/tool_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/tool_button.h b/scene/gui/tool_button.h
index b8be18e560..8f729cd4df 100644
--- a/scene/gui/tool_button.h
+++ b/scene/gui/tool_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index 479b035f86..f9c80c0477 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -1158,10 +1158,9 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2
r.position.x += icon_width;
r.size.x -= icon_width;
}
- //r.grow(cache.selected->get_margin(MARGIN_LEFT));
+ p_item->set_meta("__focus_rect", Rect2(r.position, r.size));
if (has_focus()) {
cache.selected_focus->draw(ci, r);
- p_item->set_meta("__focus_rect", Rect2(r.position, r.size));
} else {
cache.selected->draw(ci, r);
}
@@ -1419,7 +1418,7 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2
while (c) {
- if (cache.draw_relationship_lines == 1 && (!hide_root || c->parent != root)) {
+ if (cache.draw_relationship_lines > 0 && (!hide_root || c->parent != root)) {
int root_ofs = children_pos.x + ((p_item->disable_folding || hide_folding) ? cache.hseparation : cache.item_margin);
int parent_ofs = p_pos.x + ((p_item->disable_folding || hide_folding) ? cache.hseparation : cache.item_margin);
Point2i root_pos = Point2i(root_ofs, children_pos.y + label_h / 2) - cache.offset + p_draw_ofs;
@@ -1602,6 +1601,7 @@ void Tree::_range_click_timeout() {
mb.instance();
;
+ propagate_mouse_activated = false; // done from outside, so signal handler can't clear the tree in the middle of emit (which is a common case)
blocked++;
propagate_mouse_event(pos + cache.offset, 0, 0, false, root, BUTTON_LEFT, mb);
blocked--;
@@ -1615,6 +1615,11 @@ void Tree::_range_click_timeout() {
if (!click_handled)
range_click_timer->stop();
+ if (propagate_mouse_activated) {
+ emit_signal("item_activated");
+ propagate_mouse_activated = false;
+ }
+
} else {
range_click_timer->stop();
}
@@ -1723,7 +1728,8 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool
if (p_doubleclick && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON /*|| c.mode==TreeItem::CELL_MODE_CHECK*/)) { //it's confusing for check
- emit_signal("item_activated");
+ propagate_mouse_activated = true;
+
incr_search.clear();
return -1;
}
@@ -2591,6 +2597,7 @@ void Tree::_gui_input(Ref<InputEvent> p_event) {
click_handled = false;
pressing_for_editor = false;
+ propagate_mouse_activated = false;
blocked++;
propagate_mouse_event(pos + cache.offset, 0, 0, b->is_doubleclick(), root, b->get_button_index(), b);
@@ -2628,6 +2635,11 @@ void Tree::_gui_input(Ref<InputEvent> p_event) {
}
}
+ if (propagate_mouse_activated) {
+ emit_signal("item_activated");
+ propagate_mouse_activated = false;
+ }
+
} break;
case BUTTON_WHEEL_UP: {
@@ -3945,6 +3957,7 @@ Tree::Tree() {
cache.hover_cell = -1;
allow_reselect = false;
+ propagate_mouse_activated = false;
}
Tree::~Tree() {
diff --git a/scene/gui/tree.h b/scene/gui/tree.h
index 8622184bf8..26d64baafb 100644
--- a/scene/gui/tree.h
+++ b/scene/gui/tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -329,6 +329,8 @@ private:
bool range_drag_enabled;
Vector2 range_drag_capture_pos;
+ bool propagate_mouse_activated;
+
//TreeItem *cursor_item;
//int cursor_column;
diff --git a/scene/gui/video_player.cpp b/scene/gui/video_player.cpp
index 812ca0042b..5768f58977 100644
--- a/scene/gui/video_player.cpp
+++ b/scene/gui/video_player.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/video_player.h b/scene/gui/video_player.h
index 5c379b5620..62fb7838b6 100644
--- a/scene/gui/video_player.h
+++ b/scene/gui/video_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/viewport_container.cpp b/scene/gui/viewport_container.cpp
index 8e0d1cdd38..3f7a110c1b 100644
--- a/scene/gui/viewport_container.cpp
+++ b/scene/gui/viewport_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/gui/viewport_container.h b/scene/gui/viewport_container.h
index 60aec25959..b4ecc583ba 100644
--- a/scene/gui/viewport_container.h
+++ b/scene/gui/viewport_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp
index 89bc8c1226..2b1991ebb0 100644
--- a/scene/main/canvas_layer.cpp
+++ b/scene/main/canvas_layer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/canvas_layer.h b/scene/main/canvas_layer.h
index aae23fbb12..5d67245102 100644
--- a/scene/main/canvas_layer.h
+++ b/scene/main/canvas_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/http_request.cpp b/scene/main/http_request.cpp
index a9b7fba9c7..8b68b3215c 100644
--- a/scene/main/http_request.cpp
+++ b/scene/main/http_request.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -220,13 +220,12 @@ bool HTTPRequest::_handle_response(bool *ret_value) {
Error err;
if (new_request.begins_with("http")) {
// New url, request all again
- err = _parse_url(new_request);
+ _parse_url(new_request);
} else {
request_string = new_request;
}
err = _request();
-
if (err == OK) {
request_sent = false;
got_response = false;
diff --git a/scene/main/http_request.h b/scene/main/http_request.h
index de09d2afda..baabda4010 100644
--- a/scene/main/http_request.h
+++ b/scene/main/http_request.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp
index 0ee5648de2..71addd6fea 100644
--- a/scene/main/instance_placeholder.cpp
+++ b/scene/main/instance_placeholder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/instance_placeholder.h b/scene/main/instance_placeholder.h
index 2158257c93..3d0e879b2b 100644
--- a/scene/main/instance_placeholder.h
+++ b/scene/main/instance_placeholder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index ea50e7289d..04d7107fa4 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -959,7 +959,9 @@ void Node::set_human_readable_collision_renaming(bool p_enabled) {
#ifdef TOOLS_ENABLED
String Node::validate_child_name(Node *p_child) {
- return _generate_serial_child_name(p_child);
+ StringName name = p_child->data.name;
+ _generate_serial_child_name(p_child, name);
+ return name;
}
#endif
@@ -972,7 +974,9 @@ void Node::_validate_child_name(Node *p_child, bool p_force_human_readable) {
//this approach to autoset node names is human readable but very slow
//it's turned on while running in the editor
- p_child->data.name = _generate_serial_child_name(p_child);
+ StringName name = p_child->data.name;
+ _generate_serial_child_name(p_child, name);
+ p_child->data.name = name;
} else {
@@ -1034,68 +1038,92 @@ String increase_numeric_string(const String &s) {
return res;
}
-String Node::_generate_serial_child_name(Node *p_child) {
+void Node::_generate_serial_child_name(const Node *p_child, StringName &name) const {
- String name = p_child->data.name;
-
- if (name == "") {
+ if (name == StringName()) {
+ //no name and a new nade is needed, create one.
name = p_child->get_class();
// Adjust casing according to project setting. The current type name is expected to be in PascalCase.
switch (ProjectSettings::get_singleton()->get("node/name_casing").operator int()) {
case NAME_CASING_PASCAL_CASE:
break;
- case NAME_CASING_CAMEL_CASE:
- name[0] = name.to_lower()[0];
- break;
+ case NAME_CASING_CAMEL_CASE: {
+ String n = name;
+ n[0] = n.to_lower()[0];
+ name = n;
+ } break;
case NAME_CASING_SNAKE_CASE:
- name = name.camelcase_to_underscore(true);
+ name = String(name).camelcase_to_underscore(true);
break;
}
}
+ //quickly test if proposed name exists
+ int cc = data.children.size(); //children count
+ const Node *const *children_ptr = data.children.ptr();
+
+ {
+
+ bool exists = false;
+
+ for (int i = 0; i < cc; i++) {
+ if (children_ptr[i] == p_child) { //exclude self in renaming if its already a child
+ continue;
+ }
+ if (children_ptr[i]->data.name == name) {
+ exists = true;
+ }
+ }
+
+ if (!exists) {
+ return; //if it does not exist, it does not need validation
+ }
+ }
+
// Extract trailing number
+ String name_string = name;
String nums;
- for (int i = name.length() - 1; i >= 0; i--) {
- CharType n = name[i];
+ for (int i = name_string.length() - 1; i >= 0; i--) {
+ CharType n = name_string[i];
if (n >= '0' && n <= '9') {
- nums = String::chr(name[i]) + nums;
+ nums = String::chr(name_string[i]) + nums;
} else {
break;
}
}
String nnsep = _get_name_num_separator();
- int name_last_index = name.length() - nnsep.length() - nums.length();
+ int name_last_index = name_string.length() - nnsep.length() - nums.length();
// Assign the base name + separator to name if we have numbers preceded by a separator
- if (nums.length() > 0 && name.substr(name_last_index, nnsep.length()) == nnsep) {
- name = name.substr(0, name_last_index + nnsep.length()).strip_edges();
+ if (nums.length() > 0 && name_string.substr(name_last_index, nnsep.length()) == nnsep) {
+ name_string = name_string.substr(0, name_last_index + nnsep.length());
} else {
nums = "";
}
- Vector<String> children_names;
+ for (;;) {
+ StringName attempt = name_string + nums;
+ bool exists = false;
- for (int i = 0; i < data.children.size(); i++) {
- String child_name = data.children[i]->data.name;
- if (data.children[i] == p_child)
- continue;
- if (child_name.begins_with(name)) {
- children_names.push_back(child_name);
+ for (int i = 0; i < cc; i++) {
+ if (children_ptr[i] == p_child) {
+ continue;
+ }
+ if (children_ptr[i]->data.name == attempt) {
+ exists = true;
+ }
}
- }
-
- for (;;) {
- String attempt = name + nums;
- if (children_names.find(attempt) == -1) {
- return attempt;
+ if (!exists) {
+ name = attempt;
+ return;
} else {
if (nums.length() == 0) {
// Name was undecorated so skip to 2 for a more natural result
nums = "2";
- name += nnsep; // Add separator because nums.length() > 0 was false
+ name_string += nnsep; // Add separator because nums.length() > 0 was false
} else {
nums = increase_numeric_string(nums);
}
@@ -1283,7 +1311,7 @@ Node *Node::_get_child_by_name(const StringName &p_name) const {
return NULL;
}
-Node *Node::_get_node(const NodePath &p_path) const {
+Node *Node::get_node_or_null(const NodePath &p_path) const {
if (!data.inside_tree && p_path.is_absolute()) {
ERR_EXPLAIN("Can't use get_node() with absolute paths from outside the active scene tree.");
@@ -1348,7 +1376,7 @@ Node *Node::_get_node(const NodePath &p_path) const {
Node *Node::get_node(const NodePath &p_path) const {
- Node *node = _get_node(p_path);
+ Node *node = get_node_or_null(p_path);
if (!node) {
ERR_EXPLAIN("Node not found: " + p_path);
ERR_FAIL_COND_V(!node, NULL);
@@ -1358,7 +1386,7 @@ Node *Node::get_node(const NodePath &p_path) const {
bool Node::has_node(const NodePath &p_path) const {
- return _get_node(p_path) != NULL;
+ return get_node_or_null(p_path) != NULL;
}
Node *Node::find_node(const String &p_mask, bool p_recursive, bool p_owned) const {
@@ -2681,6 +2709,7 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_child", "idx"), &Node::get_child);
ClassDB::bind_method(D_METHOD("has_node", "path"), &Node::has_node);
ClassDB::bind_method(D_METHOD("get_node", "path"), &Node::get_node);
+ ClassDB::bind_method(D_METHOD("get_node_or_null", "path"), &Node::get_node_or_null);
ClassDB::bind_method(D_METHOD("get_parent"), &Node::get_parent);
ClassDB::bind_method(D_METHOD("find_node", "mask", "recursive", "owned"), &Node::find_node, DEFVAL(true), DEFVAL(true));
ClassDB::bind_method(D_METHOD("find_parent", "mask"), &Node::find_parent);
diff --git a/scene/main/node.h b/scene/main/node.h
index 78db12dda9..e6189389cb 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -153,13 +153,12 @@ private:
void _print_tree_pretty(const String prefix, const bool last);
void _print_tree(const Node *p_node);
- Node *_get_node(const NodePath &p_path) const;
Node *_get_child_by_name(const StringName &p_name) const;
void _replace_connections_target(Node *p_new_target);
void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
- String _generate_serial_child_name(Node *p_child);
+ void _generate_serial_child_name(const Node *p_child, StringName &name) const;
void _propagate_reverse_notification(int p_notification);
void _propagate_deferred_notification(int p_notification, bool p_reverse);
@@ -252,6 +251,7 @@ public:
Node *get_child(int p_index) const;
bool has_node(const NodePath &p_path) const;
Node *get_node(const NodePath &p_path) const;
+ Node *get_node_or_null(const NodePath &p_path) const;
Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
bool has_node_and_resource(const NodePath &p_path) const;
Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
diff --git a/scene/main/resource_preloader.cpp b/scene/main/resource_preloader.cpp
index dbe7daa604..cb1168b73e 100644
--- a/scene/main/resource_preloader.cpp
+++ b/scene/main/resource_preloader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/resource_preloader.h b/scene/main/resource_preloader.h
index 98c7b21f37..3e3be4ac82 100644
--- a/scene/main/resource_preloader.h
+++ b/scene/main/resource_preloader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index be4878588e..689f18a09d 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -484,6 +484,14 @@ bool SceneTree::iteration(float p_time) {
return _quit;
}
+void SceneTree::_update_font_oversampling(float p_ratio) {
+
+ if (use_font_oversampling) {
+ DynamicFontAtSize::font_oversampling = p_ratio;
+ DynamicFont::update_oversampling();
+ }
+}
+
bool SceneTree::idle(float p_time) {
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
@@ -515,12 +523,6 @@ bool SceneTree::idle(float p_time) {
last_screen_size = win_size;
_update_root_rect();
-
- if (use_font_oversampling) {
- DynamicFontAtSize::font_oversampling = OS::get_singleton()->get_window_size().width / root->get_visible_rect().size.width;
- DynamicFont::update_oversampling();
- }
-
emit_signal("screen_resized");
}
@@ -1133,10 +1135,12 @@ void SceneTree::_update_root_rect() {
if (stretch_mode == STRETCH_MODE_DISABLED) {
+ _update_font_oversampling(1.0);
root->set_size((last_screen_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
+ root->update_canvas_items();
return; //user will take care
}
@@ -1150,6 +1154,10 @@ void SceneTree::_update_root_rect() {
float viewport_aspect = desired_res.aspect();
float video_mode_aspect = video_mode.aspect();
+ if (use_font_oversampling && stretch_aspect == STRETCH_ASPECT_IGNORE) {
+ WARN_PRINT("Font oversampling only works with the resize modes 'Keep Width', 'Keep Height', and 'Expand'.");
+ }
+
if (stretch_aspect == STRETCH_ASPECT_IGNORE || ABS(viewport_aspect - video_mode_aspect) < CMP_EPSILON) {
//same aspect or ignore aspect
viewport_size = desired_res;
@@ -1208,21 +1216,30 @@ void SceneTree::_update_root_rect() {
switch (stretch_mode) {
case STRETCH_MODE_DISABLED: {
// Already handled above
+ _update_font_oversampling(1.0);
} break;
case STRETCH_MODE_2D: {
+ _update_font_oversampling(screen_size.x / viewport_size.x); //screen / viewport radio drives oversampling
root->set_size((screen_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (viewport_size / stretch_shrink).floor());
+ root->update_canvas_items(); //force them to update just in case
} break;
case STRETCH_MODE_VIEWPORT: {
+ _update_font_oversampling(1.0);
root->set_size((viewport_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
+ root->update_canvas_items(); //force them to update just in case
+
+ if (use_font_oversampling) {
+ WARN_PRINT("Font oversampling does not work in 'Viewport' stretch mode, only '2D'.")
+ }
} break;
}
@@ -1925,12 +1942,11 @@ void SceneTree::add_idle_callback(IdleCallback p_callback) {
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
+ if (use_font_oversampling == p_oversampling)
+ return;
+
use_font_oversampling = p_oversampling;
- if (use_font_oversampling) {
- DynamicFontAtSize::font_oversampling = OS::get_singleton()->get_window_size().width / root->get_visible_rect().size.width;
- } else {
- DynamicFontAtSize::font_oversampling = 1.0;
- }
+ _update_root_rect();
}
bool SceneTree::is_using_font_oversampling() const {
@@ -1944,6 +1960,7 @@ SceneTree::SceneTree() {
accept_quit = true;
quit_on_go_back = true;
initialized = false;
+ use_font_oversampling = false;
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
@@ -2079,8 +2096,6 @@ SceneTree::SceneTree() {
live_edit_root = NodePath("/root");
#endif
-
- use_font_oversampling = false;
}
SceneTree::~SceneTree() {
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index d59cbe05fb..e15a64604d 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -43,7 +43,6 @@
@author Juan Linietsky <reduzio@gmail.com>
*/
-class SceneTree;
class PackedScene;
class Node;
class Viewport;
@@ -153,6 +152,7 @@ private:
Size2i stretch_min;
real_t stretch_shrink;
+ void _update_font_oversampling(float p_ratio);
void _update_root_rect();
List<ObjectID> delete_queue;
diff --git a/scene/main/timer.cpp b/scene/main/timer.cpp
index 227840531e..2ae950dad5 100755
--- a/scene/main/timer.cpp
+++ b/scene/main/timer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/timer.h b/scene/main/timer.h
index 2f42252a7e..c492c6b61c 100755
--- a/scene/main/timer.h
+++ b/scene/main/timer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index 7f5dd39302..f7df29fd19 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -37,8 +37,8 @@
#include "scene/3d/camera.h"
#include "scene/3d/collision_object.h"
#include "scene/3d/listener.h"
-#include "scene/3d/scenario_fx.h"
#include "scene/3d/spatial.h"
+#include "scene/3d/world_environment.h"
#include "scene/gui/control.h"
#include "scene/gui/label.h"
#include "scene/gui/menu_button.h"
@@ -148,7 +148,7 @@ void ViewportTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_viewport_path_in_scene", "path"), &ViewportTexture::set_viewport_path_in_scene);
ClassDB::bind_method(D_METHOD("get_viewport_path_in_scene"), &ViewportTexture::get_viewport_path_in_scene);
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport"), "set_viewport_path_in_scene", "get_viewport_path_in_scene");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT), "set_viewport_path_in_scene", "get_viewport_path_in_scene");
}
ViewportTexture::ViewportTexture() {
@@ -239,7 +239,7 @@ void Viewport::_collision_object_input_event(CollisionObject *p_object, Camera *
ObjectID id = p_object->get_instance_id();
if (p_discard_empty_motion) {
- //avoid sending the event unnecesarily if nothing really changed in the context
+ //avoid sending the event unnecessarily if nothing really changed in the context
Ref<InputEventMouseMotion> mm = p_input_event;
if (mm.is_valid() && object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
return; //discarded
@@ -425,7 +425,7 @@ void Viewport::_notification(int p_what) {
bool discard_empty_motion = false;
{ // if no motion event exists, create a new one. This is necessary because objects or camera may have moved.
- // while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecesary motion events every frame
+ // while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
bool has_mouse_motion = false;
for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
Ref<InputEventMouseMotion> mm = E->get();
@@ -693,6 +693,13 @@ bool Viewport::use_arvr() {
return arvr;
}
+void Viewport::update_canvas_items() {
+ if (!is_inside_tree())
+ return;
+
+ _update_canvas_items(this);
+}
+
void Viewport::set_size(const Size2 &p_size) {
if (size == p_size.floor())
@@ -1128,6 +1135,26 @@ Transform2D Viewport::get_final_transform() const {
return stretch_transform * global_canvas_transform;
}
+void Viewport::_update_canvas_items(Node *p_node) {
+ if (p_node != this) {
+
+ Viewport *vp = Object::cast_to<Viewport>(p_node);
+ if (vp)
+ return;
+
+ CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
+ if (ci) {
+ ci->update();
+ }
+ }
+
+ int cc = p_node->get_child_count();
+
+ for (int i = 0; i < cc; i++) {
+ _update_canvas_items(p_node->get_child(i));
+ }
+}
+
void Viewport::set_size_override(bool p_enable, const Size2 &p_size, const Vector2 &p_margin) {
if (size_override == p_enable && p_size == size_override_size)
@@ -1533,6 +1560,35 @@ void Viewport::_gui_call_input(Control *p_control, const Ref<InputEvent> &p_inpu
//_unblock();
}
+void Viewport::_gui_call_notification(Control *p_control, int p_what) {
+
+ CanvasItem *ci = p_control;
+ while (ci) {
+
+ Control *control = Object::cast_to<Control>(ci);
+ if (control) {
+
+ if (control->data.mouse_filter != Control::MOUSE_FILTER_IGNORE) {
+ control->notification(p_what);
+ }
+
+ if (!control->is_inside_tree())
+ break;
+
+ if (!control->is_inside_tree() || control->is_set_as_toplevel())
+ break;
+ if (control->data.mouse_filter == Control::MOUSE_FILTER_STOP)
+ break;
+ }
+
+ if (ci->is_set_as_toplevel())
+ break;
+
+ ci = ci->get_parent_item();
+ }
+
+ //_unblock();
+}
Control *Viewport::_gui_find_control(const Point2 &p_global) {
_gui_prepare_subwindows();
@@ -1975,13 +2031,15 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
if (over != gui.mouse_over) {
- if (gui.mouse_over)
- gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT);
+ if (gui.mouse_over) {
+ _gui_call_notification(gui.mouse_over, Control::NOTIFICATION_MOUSE_EXIT);
+ }
_gui_cancel_tooltip();
- if (over)
- over->notification(Control::NOTIFICATION_MOUSE_ENTER);
+ if (over) {
+ _gui_call_notification(over, Control::NOTIFICATION_MOUSE_ENTER);
+ }
}
gui.mouse_over = over;
@@ -2438,6 +2496,9 @@ void Viewport::_gui_remove_control(Control *p_control) {
gui.mouse_focus = NULL;
gui.mouse_focus_mask = 0;
}
+ if (gui.last_mouse_focus == p_control) {
+ gui.last_mouse_focus = NULL;
+ }
if (gui.key_focus == p_control)
gui.key_focus = NULL;
if (gui.mouse_over == p_control)
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index b75ebeeec5..4d0a4e8c87 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -305,6 +305,8 @@ private:
bool disable_input;
void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
+ void _gui_call_notification(Control *p_control, int p_what);
+
void _gui_prepare_subwindows();
void _gui_sort_subwindows();
void _gui_sort_roots();
@@ -383,6 +385,8 @@ private:
void _drop_mouse_focus();
+ void _update_canvas_items(Node *p_node);
+
protected:
void _notification(int p_what);
static void _bind_methods();
@@ -401,6 +405,7 @@ public:
bool is_audio_listener_2d() const;
void set_size(const Size2 &p_size);
+ void update_canvas_items();
Size2 get_size() const;
Rect2 get_visible_rect() const;
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index ae6211a3df..49c9c4c23c 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -48,7 +48,7 @@
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/line_2d.h"
#include "scene/2d/mesh_instance_2d.h"
-#include "scene/2d/navigation2d.h"
+#include "scene/2d/navigation_2d.h"
#include "scene/2d/parallax_background.h"
#include "scene/2d/parallax_layer.h"
#include "scene/2d/particles_2d.h"
@@ -58,10 +58,10 @@
#include "scene/2d/position_2d.h"
#include "scene/2d/ray_cast_2d.h"
#include "scene/2d/remote_transform_2d.h"
-#include "scene/2d/screen_button.h"
#include "scene/2d/skeleton_2d.h"
#include "scene/2d/sprite.h"
#include "scene/2d/tile_map.h"
+#include "scene/2d/touch_screen_button.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/2d/y_sort.h"
#include "scene/animation/animation_blend_space_1d.h"
@@ -73,7 +73,7 @@
#include "scene/animation/animation_tree_player.h"
#include "scene/animation/root_motion_view.h"
#include "scene/animation/tween.h"
-#include "scene/audio/audio_player.h"
+#include "scene/audio/audio_stream_player.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/center_container.h"
@@ -125,12 +125,11 @@
#include "scene/main/timer.h"
#include "scene/main/viewport.h"
#include "scene/resources/audio_stream_sample.h"
-#include "scene/resources/bit_mask.h"
+#include "scene/resources/bit_map.h"
#include "scene/resources/box_shape.h"
#include "scene/resources/capsule_shape.h"
#include "scene/resources/capsule_shape_2d.h"
#include "scene/resources/circle_shape_2d.h"
-#include "scene/resources/color_ramp.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape.h"
@@ -139,21 +138,23 @@
#include "scene/resources/default_theme/default_theme.h"
#include "scene/resources/dynamic_font.h"
#include "scene/resources/dynamic_font_stb.h"
+#include "scene/resources/gradient.h"
+#include "scene/resources/line_shape_2d.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/mesh_data_tool.h"
#include "scene/resources/mesh_library.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/particles_material.h"
+#include "scene/resources/physics_material.h"
#include "scene/resources/plane_shape.h"
#include "scene/resources/polygon_path_finder.h"
#include "scene/resources/primitive_meshes.h"
#include "scene/resources/ray_shape.h"
#include "scene/resources/rectangle_shape_2d.h"
-#include "scene/resources/scene_format_text.h"
+#include "scene/resources/resource_format_text.h"
#include "scene/resources/segment_shape_2d.h"
-#include "scene/resources/shape_line_2d.h"
-#include "scene/resources/sky_box.h"
+#include "scene/resources/sky.h"
#include "scene/resources/sphere_shape.h"
#include "scene/resources/surface_tool.h"
#include "scene/resources/text_file.h"
@@ -166,8 +167,8 @@
#include "scene/resources/world_2d.h"
#include "scene/scene_string_names.h"
-#include "scene/3d/scenario_fx.h"
#include "scene/3d/spatial.h"
+#include "scene/3d/world_environment.h"
#ifndef _3D_DISABLED
#include "scene/3d/area.h"
@@ -207,7 +208,6 @@
#include "scene/3d/visibility_notifier.h"
#include "scene/animation/skeleton_ik.h"
#include "scene/resources/environment.h"
-#include "scene/resources/physics_material.h"
#endif
static Ref<ResourceFormatSaverText> resource_saver_text;
@@ -452,7 +452,6 @@ void register_scene_types() {
ClassDB::register_class<Curve3D>();
ClassDB::register_class<Path>();
ClassDB::register_class<PathFollow>();
- ClassDB::register_class<OrientedPathFollow>();
ClassDB::register_class<VisibilityNotifier>();
ClassDB::register_class<VisibilityEnabler>();
ClassDB::register_class<WorldEnvironment>();
@@ -603,8 +602,8 @@ void register_scene_types() {
ClassDB::register_class<SpatialVelocityTracker>();
- ClassDB::register_class<PhysicsMaterial>();
#endif
+ ClassDB::register_class<PhysicsMaterial>();
ClassDB::register_class<World>();
ClassDB::register_class<Environment>();
ClassDB::register_class<World2D>();
@@ -746,27 +745,20 @@ void unregister_scene_types() {
DynamicFont::finish_dynamic_fonts();
- if (resource_saver_text.is_valid()) {
- ResourceSaver::remove_resource_format_saver(resource_saver_text);
- resource_saver_text.unref();
- }
- if (resource_loader_text.is_valid()) {
- ResourceLoader::remove_resource_format_loader(resource_loader_text);
- resource_loader_text.unref();
- }
+ ResourceSaver::remove_resource_format_saver(resource_saver_text);
+ resource_saver_text.unref();
- if (resource_saver_shader.is_valid()) {
- ResourceSaver::remove_resource_format_saver(resource_saver_shader);
- resource_saver_shader.unref();
- }
- if (resource_loader_shader.is_valid()) {
- ResourceLoader::remove_resource_format_loader(resource_loader_shader);
- resource_loader_shader.unref();
- }
- if (resource_loader_bmfont.is_valid()) {
- ResourceLoader::remove_resource_format_loader(resource_loader_bmfont);
- resource_loader_bmfont.unref();
- }
+ ResourceLoader::remove_resource_format_loader(resource_loader_text);
+ resource_loader_text.unref();
+
+ ResourceSaver::remove_resource_format_saver(resource_saver_shader);
+ resource_saver_shader.unref();
+
+ ResourceLoader::remove_resource_format_loader(resource_loader_shader);
+ resource_loader_shader.unref();
+
+ ResourceLoader::remove_resource_format_loader(resource_loader_bmfont);
+ resource_loader_bmfont.unref();
SpatialMaterial::finish_shaders();
ParticlesMaterial::finish_shaders();
diff --git a/scene/register_scene_types.h b/scene/register_scene_types.h
index 9121c015fd..3645f88807 100644
--- a/scene/register_scene_types.h
+++ b/scene/register_scene_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index 803c85ef34..a7544cc031 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "animation.h"
+#include "scene/scene_string_names.h"
#include "core/math/geometry.h"
@@ -668,6 +669,7 @@ int Animation::add_track(TrackType p_type, int p_at_pos) {
}
}
emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
return p_at_pos;
}
@@ -719,6 +721,7 @@ void Animation::remove_track(int p_track) {
memdelete(t);
tracks.remove(p_track);
emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
}
int Animation::get_track_count() const {
@@ -737,6 +740,7 @@ void Animation::track_set_path(int p_track, const NodePath &p_path) {
ERR_FAIL_INDEX(p_track, tracks.size());
tracks[p_track]->path = p_path;
emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
}
NodePath Animation::track_get_path(int p_track) const {
@@ -1410,6 +1414,8 @@ void Animation::track_set_key_value(int p_track, int p_key_idx, const Variant &p
} break;
}
+
+ emit_changed();
}
void Animation::track_set_key_transition(int p_track, int p_key_idx, float p_transition) {
@@ -1445,6 +1451,8 @@ void Animation::track_set_key_transition(int p_track, int p_key_idx, float p_tra
// they don't use transition
} break;
}
+
+ emit_changed();
}
template <class K>
@@ -1815,7 +1823,7 @@ Variant Animation::value_track_interpolate(int p_track, float p_time) const {
bool ok = false;
- Variant res = _interpolate(vt->values, p_time, vt->update_mode == UPDATE_CONTINUOUS ? vt->interpolation : INTERPOLATION_NEAREST, vt->loop_wrap, &ok);
+ Variant res = _interpolate(vt->values, p_time, (vt->update_mode == UPDATE_CONTINUOUS || vt->update_mode == UPDATE_CAPTURE) ? vt->interpolation : INTERPOLATION_NEAREST, vt->loop_wrap, &ok);
if (ok) {
@@ -2332,7 +2340,7 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const {
float duration = bt->values[idx + 1].time - bt->values[idx].time; // time duration between our two keyframes
float low = 0; // 0% of the current animation segment
float high = 1; // 100% of the current animation segment
- float middle = 0;
+ float middle;
Vector2 start(0, bt->values[idx].value.value);
Vector2 start_out = start + bt->values[idx].value.out_handle;
@@ -2554,6 +2562,7 @@ void Animation::track_move_up(int p_track) {
}
emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
}
void Animation::track_set_imported(int p_track, bool p_imported) {
@@ -2588,6 +2597,7 @@ void Animation::track_move_down(int p_track) {
SWAP(tracks.write[p_track], tracks.write[p_track - 1]);
}
emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
}
void Animation::track_swap(int p_track, int p_with_track) {
@@ -2598,6 +2608,7 @@ void Animation::track_swap(int p_track, int p_with_track) {
return;
SWAP(tracks.write[p_track], tracks.write[p_with_track]);
emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
}
void Animation::set_step(float p_step) {
@@ -2716,6 +2727,8 @@ void Animation::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "step", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_step", "get_step");
+ ADD_SIGNAL(MethodInfo("tracks_changed"));
+
BIND_ENUM_CONSTANT(TYPE_VALUE);
BIND_ENUM_CONSTANT(TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(TYPE_METHOD);
@@ -2740,6 +2753,8 @@ void Animation::clear() {
tracks.clear();
loop = false;
length = 1;
+ emit_changed();
+ emit_signal(SceneStringNames::get_singleton()->tracks_changed);
}
bool Animation::_transform_track_optimize_key(const TKey<TransformKey> &t0, const TKey<TransformKey> &t1, const TKey<TransformKey> &t2, float p_alowed_linear_err, float p_alowed_angular_err, float p_max_optimizable_angle, const Vector3 &p_norm) {
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index 6eec2c8bc7..b66ae184e9 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp
index 35132c1195..a89cf108bc 100644
--- a/scene/resources/audio_stream_sample.cpp
+++ b/scene/resources/audio_stream_sample.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h
index 2c39e0a11e..bd701ddd12 100644
--- a/scene/resources/audio_stream_sample.h
+++ b/scene/resources/audio_stream_sample.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/bit_mask.cpp b/scene/resources/bit_map.cpp
index 587ab73dce..8263096c8f 100644
--- a/scene/resources/bit_mask.cpp
+++ b/scene/resources/bit_map.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* bit_mask.cpp */
+/* bit_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "bit_mask.h"
+#include "bit_map.h"
#include "core/io/image_loader.h"
@@ -602,7 +602,7 @@ void BitMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bit", "position", "bit"), &BitMap::set_bit);
ClassDB::bind_method(D_METHOD("get_bit", "position"), &BitMap::get_bit);
- ClassDB::bind_method(D_METHOD("set_bit_rect", "p_rect", "bit"), &BitMap::set_bit_rect);
+ ClassDB::bind_method(D_METHOD("set_bit_rect", "rect", "bit"), &BitMap::set_bit_rect);
ClassDB::bind_method(D_METHOD("get_true_bit_count"), &BitMap::get_true_bit_count);
ClassDB::bind_method(D_METHOD("get_size"), &BitMap::get_size);
diff --git a/scene/resources/bit_mask.h b/scene/resources/bit_map.h
index 04191a7774..b3c86afd38 100644
--- a/scene/resources/bit_mask.h
+++ b/scene/resources/bit_map.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* bit_mask.h */
+/* bit_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BIT_MASK_H
-#define BIT_MASK_H
+#ifndef BIT_MAP_H
+#define BIT_MAP_H
#include "core/image.h"
#include "core/io/resource_loader.h"
@@ -72,4 +72,4 @@ public:
BitMap();
};
-#endif // BIT_MASK_H
+#endif // BIT_MAP_H
diff --git a/scene/resources/bounds.cpp b/scene/resources/bounds.cpp
deleted file mode 100644
index b115d92be3..0000000000
--- a/scene/resources/bounds.cpp
+++ /dev/null
@@ -1,52 +0,0 @@
-/*************************************************************************/
-/* bounds.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 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. */
-/*************************************************************************/
-
-#include "bounds.h"
-
-void Bounds::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_bsp_tree", "bsp_tree"), &Bounds::set_bsp_tree);
- ClassDB::bind_method(D_METHOD("get_bsp_tree"), &Bounds::get_bsp_tree);
-
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bsp_tree"), "set_bsp_tree", "get_bsp_tree");
-}
-
-void Bounds::set_bsp_tree(const BSP_Tree &p_bsp_tree) {
-
- bsp_tree = p_bsp_tree;
-}
-
-BSP_Tree Bounds::get_bsp_tree() const {
-
- return bsp_tree;
-}
-
-Bounds::Bounds() {
-}
diff --git a/scene/resources/bounds.h b/scene/resources/bounds.h
deleted file mode 100644
index c86e15ae40..0000000000
--- a/scene/resources/bounds.h
+++ /dev/null
@@ -1,52 +0,0 @@
-/*************************************************************************/
-/* bounds.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 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 BOUNDS_H
-#define BOUNDS_H
-
-#include "core/math/bsp_tree.h"
-#include "core/resource.h"
-
-class Bounds : public Resource {
-
- GDCLASS(Bounds, Resource);
- BSP_Tree bsp_tree;
-
-protected:
- static void _bind_methods();
-
-public:
- void set_bsp_tree(const BSP_Tree &p_bsp_tree);
- BSP_Tree get_bsp_tree() const;
-
- Bounds();
-};
-
-#endif // BOUNDS_H
diff --git a/scene/resources/box_shape.cpp b/scene/resources/box_shape.cpp
index e9e01ed98a..d93754076c 100644
--- a/scene/resources/box_shape.cpp
+++ b/scene/resources/box_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/box_shape.h b/scene/resources/box_shape.h
index 5ef16b4766..42d54310a8 100644
--- a/scene/resources/box_shape.h
+++ b/scene/resources/box_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/canvas.cpp b/scene/resources/canvas.cpp
index 8da1da9541..0fc8b22046 100644
--- a/scene/resources/canvas.cpp
+++ b/scene/resources/canvas.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/canvas.h b/scene/resources/canvas.h
index cd37ea3583..4324b6227c 100644
--- a/scene/resources/canvas.h
+++ b/scene/resources/canvas.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/capsule_shape.cpp b/scene/resources/capsule_shape.cpp
index 101970bad8..3f7bf1e0ec 100644
--- a/scene/resources/capsule_shape.cpp
+++ b/scene/resources/capsule_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/capsule_shape.h b/scene/resources/capsule_shape.h
index f89d07c5f1..6bca53f783 100644
--- a/scene/resources/capsule_shape.h
+++ b/scene/resources/capsule_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index 95ab34abb2..fde05bfb7f 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/capsule_shape_2d.h b/scene/resources/capsule_shape_2d.h
index 04d663c010..3bedf7618d 100644
--- a/scene/resources/capsule_shape_2d.h
+++ b/scene/resources/capsule_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index 1c7bb76b26..76c1440861 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/circle_shape_2d.h b/scene/resources/circle_shape_2d.h
index 06bb433170..e2624ac8ed 100644
--- a/scene/resources/circle_shape_2d.h
+++ b/scene/resources/circle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/concave_polygon_shape.cpp b/scene/resources/concave_polygon_shape.cpp
index bc9e2848b3..b192d088d8 100644
--- a/scene/resources/concave_polygon_shape.cpp
+++ b/scene/resources/concave_polygon_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/concave_polygon_shape.h b/scene/resources/concave_polygon_shape.h
index 2cc9095abf..1b8ddfc308 100644
--- a/scene/resources/concave_polygon_shape.h
+++ b/scene/resources/concave_polygon_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp
index d4343680ef..51dd91fff5 100644
--- a/scene/resources/concave_polygon_shape_2d.cpp
+++ b/scene/resources/concave_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/concave_polygon_shape_2d.h b/scene/resources/concave_polygon_shape_2d.h
index e8fa7369ac..8e3267dc2a 100644
--- a/scene/resources/concave_polygon_shape_2d.h
+++ b/scene/resources/concave_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/convex_polygon_shape.cpp b/scene/resources/convex_polygon_shape.cpp
index 39488760cd..98d3460ed2 100644
--- a/scene/resources/convex_polygon_shape.cpp
+++ b/scene/resources/convex_polygon_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/convex_polygon_shape.h b/scene/resources/convex_polygon_shape.h
index 62567fc031..5c192476d3 100644
--- a/scene/resources/convex_polygon_shape.h
+++ b/scene/resources/convex_polygon_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index fc3d3f3334..f275405de2 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/convex_polygon_shape_2d.h b/scene/resources/convex_polygon_shape_2d.h
index 69c237a0e6..8625b800ed 100644
--- a/scene/resources/convex_polygon_shape_2d.h
+++ b/scene/resources/convex_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index 9188d890f7..464ca60d31 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -761,8 +761,8 @@ Vector2 Curve2D::interpolate_baked(float p_offset, bool p_cubic) const {
//validate//
int pc = baked_point_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No points in Curve2D");
- ERR_FAIL_COND_V(pc == 0, Vector2());
+ ERR_EXPLAIN("No points in Curve2D.");
+ ERR_FAIL_V(Vector2());
}
if (pc == 1)
@@ -826,8 +826,8 @@ Vector2 Curve2D::get_closest_point(const Vector2 &p_to_point) const {
//validate//
int pc = baked_point_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No points in Curve2D");
- ERR_FAIL_COND_V(pc == 0, Vector2());
+ ERR_EXPLAIN("No points in Curve2D.");
+ ERR_FAIL_V(Vector2());
}
if (pc == 1)
@@ -865,8 +865,8 @@ float Curve2D::get_closest_offset(const Vector2 &p_to_point) const {
//validate//
int pc = baked_point_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No points in Curve2D");
- ERR_FAIL_COND_V(pc == 0, 0.0f);
+ ERR_EXPLAIN("No points in Curve2D.");
+ ERR_FAIL_V(0.0f);
}
if (pc == 1)
@@ -1331,8 +1331,8 @@ Vector3 Curve3D::interpolate_baked(float p_offset, bool p_cubic) const {
//validate//
int pc = baked_point_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No points in Curve3D");
- ERR_FAIL_COND_V(pc == 0, Vector3());
+ ERR_EXPLAIN("No points in Curve3D.");
+ ERR_FAIL_V(Vector3());
}
if (pc == 1)
@@ -1375,8 +1375,8 @@ float Curve3D::interpolate_baked_tilt(float p_offset) const {
//validate//
int pc = baked_tilt_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No tilts in Curve3D");
- ERR_FAIL_COND_V(pc == 0, 0);
+ ERR_EXPLAIN("No tilts in Curve3D.");
+ ERR_FAIL_V(0);
}
if (pc == 1)
@@ -1413,8 +1413,8 @@ Vector3 Curve3D::interpolate_baked_up_vector(float p_offset, bool p_apply_tilt)
// curve may not have baked up vectors
int count = baked_up_vector_cache.size();
if (count == 0) {
- ERR_EXPLAIN("No up vectors in Curve3D");
- ERR_FAIL_COND_V(count == 0, Vector3(0, 1, 0));
+ ERR_EXPLAIN("No up vectors in Curve3D.");
+ ERR_FAIL_V(Vector3(0, 1, 0));
}
if (count == 1)
@@ -1484,8 +1484,8 @@ Vector3 Curve3D::get_closest_point(const Vector3 &p_to_point) const {
//validate//
int pc = baked_point_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No points in Curve3D");
- ERR_FAIL_COND_V(pc == 0, Vector3());
+ ERR_EXPLAIN("No points in Curve3D.");
+ ERR_FAIL_V(Vector3());
}
if (pc == 1)
@@ -1523,8 +1523,8 @@ float Curve3D::get_closest_offset(const Vector3 &p_to_point) const {
//validate//
int pc = baked_point_cache.size();
if (pc == 0) {
- ERR_EXPLAIN("No points in Curve3D");
- ERR_FAIL_COND_V(pc == 0, 0.0f);
+ ERR_EXPLAIN("No points in Curve3D.");
+ ERR_FAIL_V(0.0f);
}
if (pc == 1)
diff --git a/scene/resources/curve.h b/scene/resources/curve.h
index 234e3a6779..911a440567 100644
--- a/scene/resources/curve.h
+++ b/scene/resources/curve.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/cylinder_shape.cpp b/scene/resources/cylinder_shape.cpp
index f760462d49..4fd829b349 100644
--- a/scene/resources/cylinder_shape.cpp
+++ b/scene/resources/cylinder_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/cylinder_shape.h b/scene/resources/cylinder_shape.h
index f510758e91..58a4f5a817 100644
--- a/scene/resources/cylinder_shape.h
+++ b/scene/resources/cylinder_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 7d7bf8a750..c7a815d8a4 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -682,6 +682,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_stylebox("tab_fg", "TabContainer", sb_expand(make_stylebox(tab_current_png, 4, 4, 4, 1, 16, 4, 16, 4), 2, 2, 2, 2));
theme->set_stylebox("tab_bg", "TabContainer", sb_expand(make_stylebox(tab_behind_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
+ theme->set_stylebox("tab_disabled", "TabContainer", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
theme->set_stylebox("panel", "TabContainer", tc_sb);
theme->set_icon("increment", "TabContainer", make_icon(scroll_button_right_png));
@@ -707,6 +708,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_stylebox("tab_fg", "Tabs", sb_expand(make_stylebox(tab_current_png, 4, 3, 4, 1, 16, 3, 16, 2), 2, 2, 2, 2));
theme->set_stylebox("tab_bg", "Tabs", sb_expand(make_stylebox(tab_behind_png, 5, 4, 5, 1, 16, 5, 16, 2), 3, 3, 3, 3));
+ theme->set_stylebox("tab_disabled", "Tabs", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
theme->set_stylebox("panel", "Tabs", tc_sb);
theme->set_stylebox("button_pressed", "Tabs", make_stylebox(button_pressed_png, 4, 4, 4, 4));
theme->set_stylebox("button", "Tabs", make_stylebox(button_normal_png, 4, 4, 4, 4));
diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h
index 8f211af35b..cbf0cc1b79 100644
--- a/scene/resources/default_theme/default_theme.h
+++ b/scene/resources/default_theme/default_theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/default_theme/tab_disabled.png b/scene/resources/default_theme/tab_disabled.png
new file mode 100644
index 0000000000..97157a58dd
--- /dev/null
+++ b/scene/resources/default_theme/tab_disabled.png
Binary files differ
diff --git a/scene/resources/default_theme/theme_data.h b/scene/resources/default_theme/theme_data.h
index 353e7eddbe..2b251e5f81 100644
--- a/scene/resources/default_theme/theme_data.h
+++ b/scene/resources/default_theme/theme_data.h
@@ -71,7 +71,7 @@ static const unsigned char dropdown_png[] = {
};
static const unsigned char error_icon_png[] = {
- 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x20, 0x8, 0x4, 0x0, 0x0, 0x0, 0xd9, 0x73, 0xb2, 0x7f, 0x0, 0x0, 0x0, 0x36, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x63, 0xa0, 0x36, 0x18, 0x5, 0xa3, 0x60, 0x14, 0xfc, 0x87, 0x40, 0x38, 0xb, 0x21, 0x6, 0x6, 0x18, 0x62, 0x98, 0x6, 0xa0, 0xb1, 0xfe, 0xe3, 0x67, 0xd1, 0xc2, 0x0, 0x10, 0xc4, 0xc5, 0x82, 0x91, 0x43, 0xc0, 0xb, 0xb8, 0x15, 0x63, 0x78, 0x6, 0x5, 0x8c, 0x82, 0x51, 0x30, 0xa, 0x0, 0x35, 0xa3, 0x4c, 0xb4, 0x7c, 0x8a, 0x7, 0x6, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
+ 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x0, 0x2, 0x62, 0x4b, 0x47, 0x44, 0x0, 0xff, 0x87, 0x8f, 0xcc, 0xbf, 0x0, 0x0, 0x0, 0x9, 0x70, 0x48, 0x59, 0x73, 0x0, 0x0, 0xb, 0x13, 0x0, 0x0, 0xb, 0x13, 0x1, 0x0, 0x9a, 0x9c, 0x18, 0x0, 0x0, 0x0, 0x7, 0x74, 0x49, 0x4d, 0x45, 0x7, 0xe2, 0xb, 0xf, 0x0, 0x22, 0x18, 0xc, 0x35, 0xef, 0x18, 0x0, 0x0, 0x0, 0xe, 0x49, 0x44, 0x41, 0x54, 0x28, 0xcf, 0x63, 0x60, 0x18, 0x5, 0xa3, 0x0, 0x1, 0x0, 0x2, 0x10, 0x0, 0x1, 0x14, 0xc2, 0xc0, 0x92, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
};
static const unsigned char focus_png[] = {
@@ -386,6 +386,10 @@ static const unsigned char tab_current_png[] = {
0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x3, 0x0, 0x0, 0x0, 0x28, 0x2d, 0xf, 0x53, 0x0, 0x0, 0x0, 0x99, 0x50, 0x4c, 0x54, 0x45, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x3d, 0x48, 0x5b, 0x58, 0x66, 0x5b, 0x57, 0x65, 0x57, 0x54, 0x62, 0x55, 0x53, 0x62, 0x4a, 0x46, 0x52, 0x46, 0x41, 0x4e, 0x45, 0x41, 0x4d, 0x55, 0x52, 0x60, 0x44, 0x41, 0x4c, 0x53, 0x50, 0x5e, 0x43, 0x40, 0x4b, 0x52, 0x4e, 0x5d, 0x41, 0x3e, 0x4a, 0x4f, 0x4d, 0x5a, 0x3f, 0x3d, 0x48, 0x4e, 0x4b, 0x59, 0x3e, 0x3c, 0x47, 0x4d, 0x4a, 0x58, 0x3d, 0x3b, 0x46, 0x4b, 0x49, 0x54, 0x3c, 0x3a, 0x44, 0x4b, 0x47, 0x54, 0x3b, 0x39, 0x43, 0x3b, 0x39, 0x42, 0x3b, 0x38, 0x43, 0x3b, 0x38, 0x42, 0x3a, 0x37, 0x41, 0x39, 0x37, 0x41, 0x3a, 0x38, 0x41, 0x39, 0x36, 0x3f, 0x38, 0x36, 0x3f, 0x39, 0x36, 0x40, 0x38, 0x36, 0x40, 0x37, 0x35, 0x3e, 0x37, 0x34, 0x3e, 0x36, 0x35, 0x3d, 0xd7, 0x41, 0xa4, 0x19, 0x0, 0x0, 0x0, 0x11, 0x74, 0x52, 0x4e, 0x53, 0x4, 0xa, 0x11, 0x19, 0x1f, 0x22, 0x24, 0x15, 0x25, 0x34, 0x3f, 0x46, 0x47, 0x48, 0x77, 0xef, 0xef, 0xa3, 0x31, 0x6b, 0xc2, 0x0, 0x0, 0x0, 0x60, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x55, 0xca, 0x85, 0xd, 0xc0, 0x40, 0x14, 0xc3, 0x50, 0x27, 0xf7, 0xd5, 0xfd, 0xd7, 0x2d, 0xa6, 0x4c, 0x16, 0x3f, 0xb9, 0xd0, 0x11, 0x90, 0xa3, 0x52, 0x77, 0x49, 0x8e, 0x86, 0xd2, 0x26, 0x16, 0x7b, 0x59, 0x32, 0x68, 0x3, 0x37, 0x5d, 0xe0, 0x59, 0x3b, 0x74, 0x31, 0x67, 0x4b, 0x3b, 0xf, 0x71, 0xe5, 0xe8, 0xf, 0xec, 0xc0, 0x1f, 0x28, 0xf8, 0x2, 0x14, 0xf9, 0x42, 0xa8, 0xfc, 0x21, 0x3b, 0xe4, 0x1, 0x6f, 0x0, 0x18, 0x11, 0xac, 0x99, 0xc0, 0xe, 0x25, 0x22, 0x2d, 0x76, 0xc6, 0x13, 0x1a, 0x8, 0xac, 0x78, 0xfc, 0x1c, 0x70, 0x30, 0x2b, 0xba, 0xe9, 0x31, 0x70, 0xc1, 0x7f, 0x3b, 0x77, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
};
+static const unsigned char tab_disabled_png[] = {
+ 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x3, 0xa7, 0x7a, 0x54, 0x58, 0x74, 0x52, 0x61, 0x77, 0x20, 0x70, 0x72, 0x6f, 0x66, 0x69, 0x6c, 0x65, 0x20, 0x74, 0x79, 0x70, 0x65, 0x20, 0x65, 0x78, 0x69, 0x66, 0x0, 0x0, 0x78, 0xda, 0xcd, 0x96, 0x59, 0x92, 0xe3, 0x2a, 0x10, 0x45, 0xff, 0x59, 0x45, 0x2f, 0x81, 0xcc, 0x24, 0x19, 0x96, 0x83, 0x18, 0x22, 0x7a, 0x7, 0x6f, 0xf9, 0x7d, 0xc1, 0x48, 0x1e, 0xab, 0x5c, 0x65, 0xfb, 0xe3, 0x89, 0xb0, 0x40, 0x29, 0x48, 0xae, 0xee, 0x41, 0xc8, 0xa6, 0xfd, 0xf7, 0xb7, 0x9b, 0x3f, 0x38, 0x28, 0x45, 0x6f, 0x9c, 0x86, 0xe8, 0x93, 0xf7, 0x16, 0x87, 0x4b, 0x2e, 0x71, 0x46, 0x23, 0xda, 0xd3, 0x71, 0xaa, 0xc9, 0xba, 0x79, 0x5e, 0x17, 0x76, 0x6f, 0x5c, 0xc5, 0xcd, 0x71, 0x83, 0x11, 0x12, 0xd4, 0x72, 0xba, 0xf4, 0x6d, 0xf5, 0xcf, 0x88, 0xeb, 0x79, 0x40, 0x70, 0x2b, 0xbe, 0x5d, 0xc7, 0x4d, 0x28, 0x2b, 0x4f, 0x5c, 0x89, 0xe8, 0x48, 0x3c, 0xf, 0x19, 0x33, 0x8f, 0xf6, 0xea, 0x17, 0x57, 0x22, 0xe1, 0x53, 0x9c, 0xd6, 0xb5, 0x49, 0x6b, 0x5c, 0x76, 0x17, 0x8f, 0xb3, 0x7e, 0x5c, 0x56, 0xda, 0x95, 0xfc, 0xf6, 0xda, 0x5, 0x98, 0x51, 0x15, 0xf9, 0x84, 0xd, 0x37, 0x21, 0xb1, 0x38, 0xc7, 0x31, 0x8b, 0x40, 0x81, 0x24, 0xc9, 0x32, 0xda, 0x79, 0xde, 0x19, 0x91, 0x80, 0xb6, 0x43, 0x9d, 0x45, 0x84, 0x1e, 0x7b, 0x67, 0x8e, 0xe6, 0x8d, 0x79, 0x47, 0xeb, 0xc6, 0x3b, 0x9b, 0x57, 0x5c, 0xae, 0xad, 0x30, 0xd6, 0xaf, 0xe, 0xfe, 0xc6, 0xa3, 0x15, 0x27, 0xbd, 0x89, 0xcb, 0x31, 0xd, 0xdf, 0x52, 0xdb, 0x67, 0xbe, 0xba, 0x91, 0xcb, 0x31, 0xc5, 0x9d, 0x77, 0xbd, 0xd7, 0xd8, 0x7b, 0x3b, 0x3d, 0x5d, 0x76, 0x1e, 0x4e, 0x79, 0xb3, 0x1e, 0x6a, 0x7f, 0x94, 0xd9, 0x42, 0xc7, 0xd, 0x56, 0xca, 0x1c, 0xe6, 0x51, 0x2, 0x7e, 0x8a, 0x76, 0x98, 0x25, 0xa1, 0x44, 0x3c, 0x62, 0x1, 0xb1, 0xa, 0x9a, 0x1b, 0x4a, 0x31, 0x94, 0x88, 0xe1, 0x69, 0x27, 0x47, 0x95, 0x32, 0x75, 0x6a, 0xb3, 0x2e, 0x54, 0x20, 0xd1, 0x71, 0xe3, 0x80, 0x9a, 0xb9, 0xb0, 0xcc, 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0xa5, 0x3f, 0x76, 0x0, 0x0, 0x0, 0x7, 0x74, 0x49, 0x4d, 0x45, 0x7, 0xe3, 0x2, 0xa, 0x13, 0x29, 0x21, 0x5f, 0x36, 0xe2, 0x14, 0x0, 0x0, 0x0, 0xaf, 0x49, 0x44, 0x41, 0x54, 0x28, 0xcf, 0x7d, 0x91, 0x41, 0xa, 0xc2, 0x40, 0x10, 0x4, 0x6b, 0x92, 0x61, 0x37, 0xb0, 0x87, 0xec, 0x39, 0x3e, 0xc6, 0x3f, 0xf8, 0x9a, 0x3c, 0xc1, 0xd7, 0xf8, 0x3, 0xf, 0x3e, 0xc6, 0xab, 0x44, 0x50, 0x30, 0x26, 0x66, 0x3c, 0x2c, 0x6, 0x3, 0xd9, 0xf4, 0x69, 0xa0, 0xab, 0x9b, 0x86, 0x11, 0x14, 0x87, 0xa7, 0xc2, 0x51, 0x52, 0x90, 0x34, 0xf1, 0xe1, 0xcd, 0x8b, 0x9e, 0xb7, 0xe2, 0x8, 0x44, 0x6a, 0x2, 0x1e, 0x41, 0x0, 0xc3, 0xe8, 0x79, 0x72, 0xa7, 0x3, 0xc5, 0x13, 0xf7, 0x87, 0x5d, 0x3b, 0x46, 0x16, 0xd2, 0xee, 0x7a, 0xbc, 0x9c, 0x18, 0x95, 0x8a, 0xba, 0x69, 0x6f, 0x71, 0xc4, 0xfe, 0x6c, 0x41, 0x63, 0xd3, 0x72, 0xe6, 0xa1, 0x38, 0xc2, 0x10, 0x87, 0x65, 0x1c, 0x63, 0x60, 0x88, 0x4, 0x9c, 0x52, 0xe2, 0xa7, 0x45, 0x9a, 0x79, 0x29, 0x9e, 0x52, 0x29, 0x10, 0x63, 0x5a, 0x1, 0xc, 0x84, 0x42, 0x1, 0xc9, 0x36, 0x8, 0x68, 0x3a, 0x33, 0x0, 0x9, 0x30, 0x5b, 0x5, 0xc, 0x6c, 0x6e, 0x98, 0x36, 0x1b, 0x24, 0xdb, 0xf0, 0xdb, 0xc0, 0x2a, 0x90, 0x54, 0x6c, 0xba, 0x96, 0x0, 0xc9, 0x2, 0xc2, 0xfc, 0xe0, 0xac, 0xbe, 0xe, 0x38, 0x38, 0x83, 0xbf, 0x35, 0x30, 0x94, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
+};
+
static const unsigned char tab_menu_png[] = {
0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x0, 0x36, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x63, 0x40, 0x5, 0xa3, 0xe0, 0xc1, 0x7f, 0x54, 0x48, 0x3, 0x5, 0xf, 0xe3, 0x1e, 0x7c, 0x81, 0x4b, 0x7f, 0x7b, 0x98, 0x86, 0xc5, 0x15, 0xf7, 0x35, 0xee, 0x5f, 0x2, 0x4b, 0x5f, 0x7f, 0xac, 0x8b, 0xc3, 0xa1, 0x2f, 0xb8, 0x1f, 0xce, 0x7f, 0x38, 0xff, 0x5, 0x37, 0x75, 0xbd, 0xf, 0x0, 0x52, 0xd4, 0x48, 0xb8, 0x2d, 0x78, 0x5a, 0x91, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
};
diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp
index 619165dc2a..fd7b67a218 100644
--- a/scene/resources/dynamic_font.cpp
+++ b/scene/resources/dynamic_font.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -281,18 +281,6 @@ const Pair<const DynamicFontAtSize::Character *, DynamicFontAtSize *> DynamicFon
return Pair<const Character *, DynamicFontAtSize *>(chr, const_cast<DynamicFontAtSize *>(this));
}
-float DynamicFontAtSize::_get_kerning_advance(const DynamicFontAtSize *font, CharType p_char, CharType p_next) const {
- float advance = 0.0;
-
- if (p_next) {
- FT_Vector delta;
- FT_Get_Kerning(font->face, p_char, p_next, FT_KERNING_DEFAULT, &delta);
- advance = (delta.x / 64.0) / oversampling;
- }
-
- return advance;
-}
-
Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const Vector<Ref<DynamicFontAtSize> > &p_fallbacks) const {
if (!valid)
@@ -301,7 +289,6 @@ Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const V
Pair<const Character *, DynamicFontAtSize *> char_pair_with_font = _find_char_with_font(p_char, p_fallbacks);
const Character *ch = char_pair_with_font.first;
- DynamicFontAtSize *font = char_pair_with_font.second;
ERR_FAIL_COND_V(!ch, Size2());
Size2 ret(0, get_height());
@@ -309,7 +296,6 @@ Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const V
if (ch->found) {
ret.x = ch->advance;
}
- ret.x += _get_kerning_advance(font, p_char, p_next);
return ret;
}
@@ -358,8 +344,6 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT
advance = ch->advance;
}
- advance += _get_kerning_advance(font, p_char, p_next);
-
return advance;
}
@@ -1025,7 +1009,7 @@ void DynamicFont::_bind_methods() {
ADD_GROUP("Settings", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_size"), "set_outline_size", "get_outline_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_size", PROPERTY_HINT_RANGE, "0,255,1"), "set_outline_size", "get_outline_size");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "outline_color"), "set_outline_color", "get_outline_color");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_mipmaps"), "set_use_mipmaps", "get_use_mipmaps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_filter"), "set_use_filter", "get_use_filter");
diff --git a/scene/resources/dynamic_font.h b/scene/resources/dynamic_font.h
index 9c41c948bd..887c7b42c8 100644
--- a/scene/resources/dynamic_font.h
+++ b/scene/resources/dynamic_font.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -54,8 +54,9 @@ public:
struct {
uint32_t size : 16;
uint32_t outline_size : 8;
- bool mipmaps : 1;
- bool filter : 1;
+ uint32_t mipmaps : 1;
+ uint32_t filter : 1;
+ uint32_t unused : 6;
};
uint32_t key;
};
@@ -164,7 +165,6 @@ class DynamicFontAtSize : public Reference {
const Pair<const Character *, DynamicFontAtSize *> _find_char_with_font(CharType p_char, const Vector<Ref<DynamicFontAtSize> > &p_fallbacks) const;
Character _make_outline_char(CharType p_char);
- float _get_kerning_advance(const DynamicFontAtSize *font, CharType p_char, CharType p_next) const;
TexturePosition _find_texture_pos_for_glyph(int p_color_size, Image::Format p_image_format, int p_width, int p_height);
Character _bitmap_to_character(FT_Bitmap bitmap, int yofs, int xofs, float advance);
diff --git a/scene/resources/dynamic_font_stb.cpp b/scene/resources/dynamic_font_stb.cpp
index 8cb2cc4983..3b44f05b94 100644
--- a/scene/resources/dynamic_font_stb.cpp
+++ b/scene/resources/dynamic_font_stb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/dynamic_font_stb.h b/scene/resources/dynamic_font_stb.h
index c83cc1b01f..4c98487600 100644
--- a/scene/resources/dynamic_font_stb.h
+++ b/scene/resources/dynamic_font_stb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 9754ba736e..17609ed505 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -303,7 +303,7 @@ Ref<Texture> Environment::get_adjustment_color_correction() const {
void Environment::_validate_property(PropertyInfo &property) const {
- if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "ambient_light/sky_contribution") {
+ if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "background_sky_rotation" || property.name == "background_sky_rotation_degrees" || property.name == "ambient_light/sky_contribution") {
if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
@@ -334,6 +334,19 @@ void Environment::_validate_property(PropertyInfo &property) const {
};
+ static const char *high_end_prefixes[] = {
+ "auto_exposure_",
+ "tonemap_",
+ "ss_reflections_",
+ "ssao_",
+ "dof_blur_far_",
+ "dof_blur_near_",
+ "glow_",
+ "adjustment_",
+ NULL
+
+ };
+
const char **prefixes = hide_prefixes;
while (*prefixes) {
String prefix = String(*prefixes);
@@ -346,6 +359,20 @@ void Environment::_validate_property(PropertyInfo &property) const {
prefixes++;
}
+
+ if (VisualServer::get_singleton()->is_low_end()) {
+ prefixes = high_end_prefixes;
+ while (*prefixes) {
+ String prefix = String(*prefixes);
+
+ if (property.name.begins_with(prefix)) {
+ property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
+ return;
+ }
+
+ prefixes++;
+ }
+ }
}
void Environment::set_ssr_enabled(bool p_enable) {
@@ -1264,7 +1291,14 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH);
}
-Environment::Environment() {
+Environment::Environment() :
+ bg_mode(BG_CLEAR_COLOR),
+ tone_mapper(TONE_MAPPER_LINEAR),
+ ssao_blur(SSAO_BLUR_DISABLED),
+ ssao_quality(SSAO_QUALITY_LOW),
+ glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE),
+ dof_blur_far_quality(DOF_BLUR_QUALITY_LOW),
+ dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) {
environment = VS::get_singleton()->environment_create();
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index 8d6436487b..a54f13a88f 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,7 @@
#define ENVIRONMENT_H
#include "core/resource.h"
-#include "scene/resources/sky_box.h"
+#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index b78b3a6ffb..c72ccc97db 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -497,6 +497,7 @@ Size2 Font::get_string_size(const String &p_string) const {
}
void BitmapFont::set_fallback(const Ref<BitmapFont> &p_fallback) {
+ ERR_FAIL_COND(p_fallback == this);
fallback = p_fallback;
}
diff --git a/scene/resources/font.h b/scene/resources/font.h
index 3c5e650758..6bc8d9b792 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/color_ramp.cpp b/scene/resources/gradient.cpp
index d5e8c17cbc..99ce8ef821 100644
--- a/scene/resources/color_ramp.cpp
+++ b/scene/resources/gradient.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* color_ramp.cpp */
+/* gradient.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "color_ramp.h"
+#include "gradient.h"
+
#include "core/core_string_names.h"
//setter and getter names for property serialization
diff --git a/scene/resources/color_ramp.h b/scene/resources/gradient.h
index 88fa4beb7f..a51a0ca0d0 100644
--- a/scene/resources/color_ramp.h
+++ b/scene/resources/gradient.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* color_ramp.h */
+/* gradient.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SCENE_RESOURCES_COLOR_RAMP_H_
-#define SCENE_RESOURCES_COLOR_RAMP_H_
+#ifndef GRADIENT_H
+#define GRADIENT_H
#include "core/resource.h"
@@ -126,4 +126,4 @@ public:
int get_points_count() const;
};
-#endif /* SCENE_RESOURCES_COLOR_RAMP_H_ */
+#endif // GRADIENT_H
diff --git a/scene/resources/shape_line_2d.cpp b/scene/resources/line_shape_2d.cpp
index 1a81eea6e5..f5d5fb561a 100644
--- a/scene/resources/shape_line_2d.cpp
+++ b/scene/resources/line_shape_2d.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* shape_line_2d.cpp */
+/* line_shape_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "shape_line_2d.h"
+#include "line_shape_2d.h"
+
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
diff --git a/scene/resources/shape_line_2d.h b/scene/resources/line_shape_2d.h
index 7d31941558..f684862025 100644
--- a/scene/resources/shape_line_2d.h
+++ b/scene/resources/line_shape_2d.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* shape_line_2d.h */
+/* line_shape_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SHAPE_LINE_2D_H
-#define SHAPE_LINE_2D_H
+#ifndef LINE_SHAPE_2D_H
+#define LINE_SHAPE_2D_H
#include "scene/resources/shape_2d.h"
@@ -59,4 +59,4 @@ public:
LineShape2D();
};
-#endif // SHAPE_LINE_2D_H
+#endif // LINE_SHAPE_2D_H
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index f6dc60900f..619af375da 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -617,11 +617,17 @@ void SpatialMaterial::_update_shader() {
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
//handle animation
+ code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
+ code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += "\tif (!particles_anim_loop) particle_frame=clamp(particle_frame,0.0,particle_total_frames-1.0); else particle_frame=mod(particle_frame,float(particle_total_frames));\n";
- code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
- code += "\tUV += vec2(mod(particle_frame,float(particles_anim_h_frames)) / float(particles_anim_h_frames), floor(particle_frame / float(particles_anim_h_frames)) / float(particles_anim_v_frames));\n";
+ code += "\tif (!particles_anim_loop) {\n";
+ code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
+ code += "\t} else {\n";
+ code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
+ code += "\t}";
+ code += "\tUV /= vec2(h_frames, v_frames);\n";
+ code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
} break;
}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 921f3baeaa..1f7fc267af 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 80191367ce..a9878ef5c1 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -787,7 +787,6 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &
Surface s;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags);
- surfaces.push_back(s);
/* make aABB? */ {
@@ -808,8 +807,9 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &
aabb.expand_to(vtx[i]);
}
- surfaces.write[surfaces.size() - 1].aabb = aabb;
- surfaces.write[surfaces.size() - 1].is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY;
+ s.aabb = aabb;
+ s.is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY;
+ surfaces.push_back(s);
_recompute_aabb();
}
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index aebba09ef8..2d0aef8ab0 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp
index 7af9086ab7..7cd765fb5d 100644
--- a/scene/resources/mesh_data_tool.cpp
+++ b/scene/resources/mesh_data_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h
index f614b80c3b..8f5def72c7 100644
--- a/scene/resources/mesh_data_tool.h
+++ b/scene/resources/mesh_data_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp
index a1d3e0ba1e..c5125d576d 100644
--- a/scene/resources/mesh_library.cpp
+++ b/scene/resources/mesh_library.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/mesh_library.h b/scene/resources/mesh_library.h
index 3ce0cf9b66..849a0577eb 100644
--- a/scene/resources/mesh_library.h
+++ b/scene/resources/mesh_library.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp
index e8e19fdb60..1b406551ab 100644
--- a/scene/resources/multimesh.cpp
+++ b/scene/resources/multimesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -166,11 +166,22 @@ void MultiMesh::set_instance_transform(int p_instance, const Transform &p_transf
VisualServer::get_singleton()->multimesh_instance_set_transform(multimesh, p_instance, p_transform);
}
+
+void MultiMesh::set_instance_transform_2d(int p_instance, const Transform2D &p_transform) {
+
+ VisualServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform);
+}
+
Transform MultiMesh::get_instance_transform(int p_instance) const {
return VisualServer::get_singleton()->multimesh_instance_get_transform(multimesh, p_instance);
}
+Transform2D MultiMesh::get_instance_transform_2d(int p_instance) const {
+
+ return VisualServer::get_singleton()->multimesh_instance_get_transform_2d(multimesh, p_instance);
+}
+
void MultiMesh::set_instance_color(int p_instance, const Color &p_color) {
VisualServer::get_singleton()->multimesh_instance_set_color(multimesh, p_instance, p_color);
@@ -245,7 +256,9 @@ void MultiMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_instance_count", "count"), &MultiMesh::set_instance_count);
ClassDB::bind_method(D_METHOD("get_instance_count"), &MultiMesh::get_instance_count);
ClassDB::bind_method(D_METHOD("set_instance_transform", "instance", "transform"), &MultiMesh::set_instance_transform);
+ ClassDB::bind_method(D_METHOD("set_instance_transform_2d", "instance", "transform"), &MultiMesh::set_instance_transform_2d);
ClassDB::bind_method(D_METHOD("get_instance_transform", "instance"), &MultiMesh::get_instance_transform);
+ ClassDB::bind_method(D_METHOD("get_instance_transform_2d", "instance"), &MultiMesh::get_instance_transform_2d);
ClassDB::bind_method(D_METHOD("set_instance_color", "instance", "color"), &MultiMesh::set_instance_color);
ClassDB::bind_method(D_METHOD("get_instance_color", "instance"), &MultiMesh::get_instance_color);
ClassDB::bind_method(D_METHOD("set_instance_custom_data", "instance", "custom_data"), &MultiMesh::set_instance_custom_data);
diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h
index ec5a5ca4d5..ac2c69e022 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -94,7 +94,9 @@ public:
int get_instance_count() const;
void set_instance_transform(int p_instance, const Transform &p_transform);
+ void set_instance_transform_2d(int p_instance, const Transform2D &p_transform);
Transform get_instance_transform(int p_instance) const;
+ Transform2D get_instance_transform_2d(int p_instance) const;
void set_instance_color(int p_instance, const Color &p_color);
Color get_instance_color(int p_instance) const;
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 87483a7da4..f28a67b493 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -55,7 +55,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
Node *p_name; \
if (p_id & FLAG_ID_IS_PATH) { \
NodePath np = node_paths[p_id & FLAG_MASK]; \
- p_name = ret_nodes[0]->_get_node(np); \
+ p_name = ret_nodes[0]->get_node_or_null(np); \
} else { \
ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, NULL); \
p_name = ret_nodes[p_id & FLAG_MASK]; \
@@ -342,7 +342,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
}
for (int i = 0; i < editable_instances.size(); i++) {
- Node *ei = ret_nodes[0]->_get_node(editable_instances[i]);
+ Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]);
if (ei) {
ret_nodes[0]->set_editable_instance(ei, true);
}
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index e5f22f5e3b..3c05929dea 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 92c185712a..59fde7787e 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
index 20b505532e..8b3248a9cb 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particles_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index 03b3589727..7d97c279ed 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h
index bf11bf0ac1..30660e80ac 100644
--- a/scene/resources/physics_material.h
+++ b/scene/resources/physics_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/plane_shape.cpp b/scene/resources/plane_shape.cpp
index 4d38ebe090..419ff8f972 100644
--- a/scene/resources/plane_shape.cpp
+++ b/scene/resources/plane_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/plane_shape.h b/scene/resources/plane_shape.h
index c24c9474fb..87c367cfde 100644
--- a/scene/resources/plane_shape.h
+++ b/scene/resources/plane_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp
index bd03930c9e..a45a55a258 100644
--- a/scene/resources/polygon_path_finder.cpp
+++ b/scene/resources/polygon_path_finder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h
index 66282458af..59387e9672 100644
--- a/scene/resources/polygon_path_finder.h
+++ b/scene/resources/polygon_path_finder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 6dedb74fad..9ef12aa4e6 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
index a91aa09ffe..88a26801b7 100644
--- a/scene/resources/primitive_meshes.h
+++ b/scene/resources/primitive_meshes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/ray_shape.cpp b/scene/resources/ray_shape.cpp
index a9dec3e87c..b7925d8a58 100644
--- a/scene/resources/ray_shape.cpp
+++ b/scene/resources/ray_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/ray_shape.h b/scene/resources/ray_shape.h
index f11b2e7c3c..89fc34051c 100644
--- a/scene/resources/ray_shape.h
+++ b/scene/resources/ray_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp
index aeb22f6d0a..ff0743a8dd 100644
--- a/scene/resources/rectangle_shape_2d.cpp
+++ b/scene/resources/rectangle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/rectangle_shape_2d.h b/scene/resources/rectangle_shape_2d.h
index 2d66d328fd..27305e5918 100644
--- a/scene/resources/rectangle_shape_2d.h
+++ b/scene/resources/rectangle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/scene_format_text.cpp b/scene/resources/resource_format_text.cpp
index 5ae843f2bd..e838d4a685 100644
--- a/scene/resources/scene_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* scene_format_text.cpp */
+/* resource_format_text.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "scene_format_text.h"
+#include "resource_format_text.h"
+
#include "core/io/resource_format_binary.h"
#include "core/os/dir_access.h"
#include "core/project_settings.h"
@@ -1562,7 +1563,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
break; //save as a scene
if (main) {
- f->store_line("[resource]\n");
+ f->store_line("[resource]");
} else {
String line = "[sub_resource ";
if (res->get_subindex() == 0) {
@@ -1577,7 +1578,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
int idx = res->get_subindex();
line += "type=\"" + res->get_class() + "\" id=" + itos(idx);
- f->store_line(line + "]\n");
+ f->store_line(line + "]");
if (takeover_paths) {
res->set_path(p_path + "::" + itos(idx), true);
}
diff --git a/scene/resources/scene_format_text.h b/scene/resources/resource_format_text.h
index e5ee6ae760..526f7760d2 100644
--- a/scene/resources/scene_format_text.h
+++ b/scene/resources/resource_format_text.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* scene_format_text.h */
+/* resource_format_text.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SCENE_FORMAT_TEXT_H
-#define SCENE_FORMAT_TEXT_H
+#ifndef RESOURCE_FORMAT_TEXT_H
+#define RESOURCE_FORMAT_TEXT_H
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
@@ -180,4 +180,4 @@ public:
ResourceFormatSaverText();
};
-#endif // SCENE_FORMAT_TEXT_H
+#endif // RESOURCE_FORMAT_TEXT_H
diff --git a/scene/resources/room.cpp b/scene/resources/room.cpp
index 9493f8fbe6..103a7ede74 100644
--- a/scene/resources/room.cpp
+++ b/scene/resources/room.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/room.h b/scene/resources/room.h
index d5ad847516..8990056f46 100644
--- a/scene/resources/room.h
+++ b/scene/resources/room.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp
index 58027c127d..62c5f9bab3 100644
--- a/scene/resources/segment_shape_2d.cpp
+++ b/scene/resources/segment_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/segment_shape_2d.h b/scene/resources/segment_shape_2d.h
index 700982ac0a..f35707b990 100644
--- a/scene/resources/segment_shape_2d.h
+++ b/scene/resources/segment_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 66bf3b4991..89570beb5f 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index 6804832fb9..fb493046fc 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/shape.cpp b/scene/resources/shape.cpp
index 214e2e8edc..825b7f4c8b 100644
--- a/scene/resources/shape.cpp
+++ b/scene/resources/shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/shape.h b/scene/resources/shape.h
index 6643f4ee44..de99a967a8 100644
--- a/scene/resources/shape.h
+++ b/scene/resources/shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp
index 0ca518e5bb..e2407e4423 100644
--- a/scene/resources/shape_2d.cpp
+++ b/scene/resources/shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -59,37 +59,37 @@ bool Shape2D::collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_sh
return Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), NULL, 0, r);
}
-Variant Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) {
+Array Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) {
- ERR_FAIL_COND_V(p_shape.is_null(), Variant());
+ ERR_FAIL_COND_V(p_shape.is_null(), Array());
const int max_contacts = 16;
Vector2 result[max_contacts * 2];
int contacts = 0;
if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, result, max_contacts, contacts))
- return Variant();
+ return Array();
Array results;
results.resize(contacts * 2);
- for (int i = 0; i < contacts; i++) {
+ for (int i = 0; i < contacts * 2; i++) {
results[i] = result[i];
}
return results;
}
-Variant Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) {
+Array Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) {
- ERR_FAIL_COND_V(p_shape.is_null(), Variant());
+ ERR_FAIL_COND_V(p_shape.is_null(), Array());
const int max_contacts = 16;
Vector2 result[max_contacts * 2];
int contacts = 0;
if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), result, max_contacts, contacts))
- return Variant();
+ return Array();
Array results;
results.resize(contacts * 2);
- for (int i = 0; i < contacts; i++) {
+ for (int i = 0; i < contacts * 2; i++) {
results[i] = result[i];
}
diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h
index fa39daa565..da9b80477c 100644
--- a/scene/resources/shape_2d.h
+++ b/scene/resources/shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -53,8 +53,8 @@ public:
bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
- Variant collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
- Variant collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
+ Array collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
+ Array collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
virtual void draw(const RID &p_to_rid, const Color &p_color) {}
virtual Rect2 get_rect() const { return Rect2(); }
diff --git a/scene/resources/sky_box.cpp b/scene/resources/sky.cpp
index 347bca4400..a473fe8b7f 100644
--- a/scene/resources/sky_box.cpp
+++ b/scene/resources/sky.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* sky_box.cpp */
+/* sky.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,7 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "sky_box.h"
+#include "sky.h"
+
#include "core/io/image_loader.h"
void Sky::set_radiance_size(RadianceSize p_size) {
diff --git a/scene/resources/sky_box.h b/scene/resources/sky.h
index bbb852822d..3b410396e0 100644
--- a/scene/resources/sky_box.h
+++ b/scene/resources/sky.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* sky_box.h */
+/* sky.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -28,11 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SKY_BOX_H
-#define SKY_BOX_H
+#ifndef SKY_H
+#define SKY_H
#include "core/os/thread.h"
#include "scene/resources/texture.h"
+
class Sky : public Resource {
GDCLASS(Sky, Resource);
@@ -196,4 +197,4 @@ public:
VARIANT_ENUM_CAST(ProceduralSky::TextureSize)
-#endif // SKY_BOX_H
+#endif // SKY_H
diff --git a/scene/resources/space_2d.cpp b/scene/resources/space_2d.cpp
index 062f4099db..e6d366c501 100644
--- a/scene/resources/space_2d.cpp
+++ b/scene/resources/space_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/space_2d.h b/scene/resources/space_2d.h
index 1143ad2bd5..ced7c87406 100644
--- a/scene/resources/space_2d.h
+++ b/scene/resources/space_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/sphere_shape.cpp b/scene/resources/sphere_shape.cpp
index d8ca1cf3f1..492cf3959d 100644
--- a/scene/resources/sphere_shape.cpp
+++ b/scene/resources/sphere_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/sphere_shape.h b/scene/resources/sphere_shape.h
index 5dd7daabc5..682928e885 100644
--- a/scene/resources/sphere_shape.h
+++ b/scene/resources/sphere_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index 087990c308..affe9a3e24 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -29,6 +29,8 @@
/*************************************************************************/
#include "style_box.h"
+#include "scene/2d/canvas_item.h"
+
#include <limits.h>
bool StyleBox::test_mask(const Point2 &p_point, const Rect2 &p_rect) const {
@@ -54,6 +56,10 @@ float StyleBox::get_margin(Margin p_margin) const {
return margin[p_margin];
}
+CanvasItem *StyleBox::get_current_item_drawn() const {
+ return CanvasItem::get_current_item_drawn();
+}
+
Size2 StyleBox::get_minimum_size() const {
return Size2(get_margin(MARGIN_LEFT) + get_margin(MARGIN_RIGHT), get_margin(MARGIN_TOP) + get_margin(MARGIN_BOTTOM));
@@ -83,6 +89,7 @@ void StyleBox::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_minimum_size"), &StyleBox::get_minimum_size);
ClassDB::bind_method(D_METHOD("get_center_size"), &StyleBox::get_center_size);
ClassDB::bind_method(D_METHOD("get_offset"), &StyleBox::get_offset);
+ ClassDB::bind_method(D_METHOD("get_current_item_drawn"), &StyleBox::get_current_item_drawn);
ClassDB::bind_method(D_METHOD("draw", "canvas_item", "rect"), &StyleBox::draw);
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index df3ebe1c36..9062270765 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -37,6 +37,8 @@
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
+class CanvasItem;
+
class StyleBox : public Resource {
GDCLASS(StyleBox, Resource);
@@ -58,6 +60,8 @@ public:
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const = 0;
+ CanvasItem *get_current_item_drawn() const;
+
Size2 get_minimum_size() const;
Point2 get_offset() const;
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 842252d5d9..83f29503fa 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -190,10 +190,10 @@ void SurfaceTool::add_smooth_group(bool p_smooth) {
}
}
-void SurfaceTool::add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<Vector2> &p_uv2s, const Vector<Vector3> &p_normals, const Vector<Plane> &p_tangents) {
+void SurfaceTool::add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<Vector2> &p_uv2s, const Vector<Vector3> &p_normals, const Vector<Plane> &p_tangents) {
ERR_FAIL_COND(!begun);
ERR_FAIL_COND(primitive != Mesh::PRIMITIVE_TRIANGLES);
- ERR_FAIL_COND(p_vertexes.size() < 3);
+ ERR_FAIL_COND(p_vertices.size() < 3);
#define ADD_POINT(n) \
{ \
@@ -207,10 +207,10 @@ void SurfaceTool::add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vect
add_normal(p_normals[n]); \
if (p_tangents.size() > n) \
add_tangent(p_tangents[n]); \
- add_vertex(p_vertexes[n]); \
+ add_vertex(p_vertices[n]); \
}
- for (int i = 0; i < p_vertexes.size() - 2; i++) {
+ for (int i = 0; i < p_vertices.size() - 2; i++) {
ADD_POINT(0);
ADD_POINT(i + 1);
ADD_POINT(i + 2);
@@ -1012,7 +1012,7 @@ void SurfaceTool::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_weights", "weights"), &SurfaceTool::add_weights);
ClassDB::bind_method(D_METHOD("add_smooth_group", "smooth"), &SurfaceTool::add_smooth_group);
- ClassDB::bind_method(D_METHOD("add_triangle_fan", "vertexes", "uvs", "colors", "uv2s", "normals", "tangents"), &SurfaceTool::add_triangle_fan, DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Color>()), DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Vector3>()), DEFVAL(Vector<Plane>()));
+ ClassDB::bind_method(D_METHOD("add_triangle_fan", "vertices", "uvs", "colors", "uv2s", "normals", "tangents"), &SurfaceTool::add_triangle_fan, DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Color>()), DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Vector3>()), DEFVAL(Vector<Plane>()));
ClassDB::bind_method(D_METHOD("add_index", "index"), &SurfaceTool::add_index);
@@ -1021,8 +1021,6 @@ void SurfaceTool::_bind_methods() {
ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &SurfaceTool::generate_normals, DEFVAL(false));
ClassDB::bind_method(D_METHOD("generate_tangents"), &SurfaceTool::generate_tangents);
- ClassDB::bind_method(D_METHOD("add_to_format", "flags"), &SurfaceTool::add_to_format);
-
ClassDB::bind_method(D_METHOD("set_material", "material"), &SurfaceTool::set_material);
ClassDB::bind_method(D_METHOD("clear"), &SurfaceTool::clear);
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index cc8599e90a..a3b110f0d8 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -109,7 +109,7 @@ public:
void add_weights(const Vector<float> &p_weights);
void add_smooth_group(bool p_smooth);
- void add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
+ void add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
void add_index(int p_index);
@@ -118,8 +118,6 @@ public:
void generate_normals(bool p_flip = false);
void generate_tangents();
- void add_to_format(int p_flags) { format |= p_flags; }
-
void set_material(const Ref<Material> &p_material);
void clear();
diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp
index 2af24ad2d5..37bdd691b4 100644
--- a/scene/resources/text_file.cpp
+++ b/scene/resources/text_file.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h
index 3abc769dc6..91bb98a3b1 100644
--- a/scene/resources/text_file.h
+++ b/scene/resources/text_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index a378c517ed..b60ec9a80d 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -34,7 +34,7 @@
#include "core/io/image_loader.h"
#include "core/method_bind_ext.gen.inc"
#include "core/os/os.h"
-#include "scene/resources/bit_mask.h"
+#include "scene/resources/bit_map.h"
Size2 Texture::get_size() const {
@@ -178,6 +178,12 @@ void ImageTexture::_reload_hook(const RID &p_hook) {
_change_notify();
}
+bool ImageTexture::keep_images_cached = false;
+
+void ImageTexture::set_keep_images_cached(bool p_enable) {
+ keep_images_cached = p_enable;
+}
+
void ImageTexture::create(int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
flags = p_flags;
@@ -185,6 +191,7 @@ void ImageTexture::create(int p_width, int p_height, Image::Format p_format, uin
format = p_format;
w = p_width;
h = p_height;
+ _change_notify();
}
void ImageTexture::create_from_image(const Ref<Image> &p_image, uint32_t p_flags) {
@@ -197,6 +204,10 @@ void ImageTexture::create_from_image(const Ref<Image> &p_image, uint32_t p_flags
VisualServer::get_singleton()->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_flags);
VisualServer::get_singleton()->texture_set_data(texture, p_image);
_change_notify();
+
+ if (keep_images_cached) {
+ image_cache = p_image;
+ }
}
void ImageTexture::set_flags(uint32_t p_flags) {
@@ -211,6 +222,7 @@ void ImageTexture::set_flags(uint32_t p_flags) {
return; //uninitialized, do not set to texture
}
VisualServer::get_singleton()->texture_set_flags(texture, p_flags);
+ _change_notify("flags");
}
uint32_t ImageTexture::get_flags() const {
@@ -243,6 +255,10 @@ void ImageTexture::set_data(const Ref<Image> &p_image) {
_change_notify();
alpha_cache.unref();
+
+ if (keep_images_cached) {
+ image_cache = p_image;
+ }
}
void ImageTexture::_resource_path_changed() {
@@ -252,7 +268,11 @@ void ImageTexture::_resource_path_changed() {
Ref<Image> ImageTexture::get_data() const {
- return VisualServer::get_singleton()->texture_get_data(texture);
+ if (image_cache.is_valid()) {
+ return image_cache;
+ } else {
+ return VisualServer::get_singleton()->texture_get_data(texture);
+ }
}
int ImageTexture::get_width() const {
@@ -324,7 +344,7 @@ bool ImageTexture::is_pixel_opaque(int p_x, int p_y) const {
int y = p_y * ah / h;
x = CLAMP(x, 0, aw);
- y = CLAMP(y, 0, aw);
+ y = CLAMP(y, 0, ah);
return alpha_cache->get_bit(Point2(x, y));
}
@@ -712,6 +732,7 @@ Error StreamTexture::load(const String &p_path) {
path_to_file = p_path;
format = image->get_format();
+ _change_notify();
return OK;
}
String StreamTexture::get_load_path() const {
@@ -791,7 +812,7 @@ bool StreamTexture::is_pixel_opaque(int p_x, int p_y) const {
int y = p_y * ah / h;
x = CLAMP(x, 0, aw);
- y = CLAMP(y, 0, aw);
+ y = CLAMP(y, 0, ah);
return alpha_cache->get_bit(Point2(x, y));
}
@@ -801,6 +822,7 @@ bool StreamTexture::is_pixel_opaque(int p_x, int p_y) const {
void StreamTexture::set_flags(uint32_t p_flags) {
flags = p_flags;
VS::get_singleton()->texture_set_flags(texture, flags);
+ _change_notify("flags");
}
void StreamTexture::reload_from_file() {
@@ -921,6 +943,7 @@ uint32_t AtlasTexture::get_flags() const {
void AtlasTexture::set_atlas(const Ref<Texture> &p_atlas) {
+ ERR_FAIL_COND(p_atlas == this);
if (atlas == p_atlas)
return;
atlas = p_atlas;
@@ -1087,8 +1110,12 @@ bool AtlasTexture::is_pixel_opaque(int p_x, int p_y) const {
if (!atlas.is_valid())
return true;
- int x = p_x + region.position.x + margin.position.x;
- int y = p_y + region.position.y + margin.position.y;
+ int x = p_x + region.position.x - margin.position.x;
+ int y = p_y + region.position.y - margin.position.y;
+
+ // margin edge may outside of atlas
+ if (x < 0 || x >= atlas->get_width()) return false;
+ if (y < 0 || y >= atlas->get_height()) return false;
return atlas->is_pixel_opaque(x, y);
}
@@ -1156,6 +1183,7 @@ void LargeTexture::set_piece_offset(int p_idx, const Point2 &p_offset) {
void LargeTexture::set_piece_texture(int p_idx, const Ref<Texture> &p_texture) {
+ ERR_FAIL_COND(p_texture == this);
ERR_FAIL_INDEX(p_idx, pieces.size());
pieces.write[p_idx].texture = p_texture;
};
@@ -1205,6 +1233,17 @@ Ref<Texture> LargeTexture::get_piece_texture(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, pieces.size(), Ref<Texture>());
return pieces[p_idx].texture;
}
+Ref<Image> LargeTexture::to_image() const {
+
+ Ref<Image> img = memnew(Image(this->get_width(), this->get_height(), false, Image::FORMAT_RGBA8));
+ for (int i = 0; i < pieces.size(); i++) {
+
+ Ref<Image> src_img = pieces[i].texture->get_data();
+ img->blit_rect(src_img, Rect2(0, 0, src_img->get_width(), src_img->get_height()), pieces[i].offset);
+ }
+
+ return img;
+}
void LargeTexture::_bind_methods() {
@@ -1710,6 +1749,7 @@ void ProxyTexture::_bind_methods() {
void ProxyTexture::set_base(const Ref<Texture> &p_texture) {
+ ERR_FAIL_COND(p_texture == this);
base = p_texture;
if (base.is_valid()) {
VS::get_singleton()->texture_set_proxy(proxy, base->get_rid());
@@ -1825,6 +1865,8 @@ int AnimatedTexture::get_frames() const {
}
void AnimatedTexture::set_frame_texture(int p_frame, const Ref<Texture> &p_texture) {
+
+ ERR_FAIL_COND(p_texture == this);
ERR_FAIL_INDEX(p_frame, MAX_FRAMES);
RWLockWrite w(rw_lock);
@@ -1960,9 +2002,11 @@ void AnimatedTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "fps", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_fps", "get_fps");
for (int i = 0; i < MAX_FRAMES; i++) {
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_frame_texture", "get_frame_texture", i);
- ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_frame_delay", "get_frame_delay", i);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_frame_texture", "get_frame_texture", i);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_frame_delay", "get_frame_delay", i);
}
+
+ BIND_CONSTANT(MAX_FRAMES);
}
AnimatedTexture::AnimatedTexture() {
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 845a075015..bfea0f9300 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -37,8 +37,8 @@
#include "core/os/rw_lock.h"
#include "core/os/thread_safe.h"
#include "core/resource.h"
-#include "scene/resources/color_ramp.h"
#include "scene/resources/curve.h"
+#include "scene/resources/gradient.h"
#include "servers/visual_server.h"
/**
@@ -111,6 +111,7 @@ private:
Size2 size_override;
float lossy_storage_quality;
mutable Ref<BitMap> alpha_cache;
+ Ref<Image> image_cache;
protected:
virtual void reload_from_file();
@@ -125,7 +126,11 @@ protected:
void _set_data(Dictionary p_data);
+ static bool keep_images_cached;
+
public:
+ static void set_keep_images_cached(bool p_enable);
+
void create(int p_width, int p_height, Image::Format p_format, uint32_t p_flags = FLAGS_DEFAULT);
void create_from_image(const Ref<Image> &p_image, uint32_t p_flags = FLAGS_DEFAULT);
@@ -330,6 +335,7 @@ public:
int get_piece_count() const;
Vector2 get_piece_offset(int p_idx) const;
Ref<Texture> get_piece_texture(int p_idx) const;
+ Ref<Image> to_image() const;
virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp
index 3eb652ecd9..8d1a24dbf8 100644
--- a/scene/resources/theme.cpp
+++ b/scene/resources/theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -622,43 +622,47 @@ void Theme::clear() {
void Theme::copy_default_theme() {
Ref<Theme> default_theme = get_default();
+ copy_theme(default_theme);
+}
+
+void Theme::copy_theme(const Ref<Theme> &p_other) {
//these need reconnecting, so add normally
{
const StringName *K = NULL;
- while ((K = default_theme->icon_map.next(K))) {
+ while ((K = p_other->icon_map.next(K))) {
const StringName *L = NULL;
- while ((L = default_theme->icon_map[*K].next(L))) {
- set_icon(*K, *L, default_theme->icon_map[*K][*L]);
+ while ((L = p_other->icon_map[*K].next(L))) {
+ set_icon(*L, *K, p_other->icon_map[*K][*L]);
}
}
}
{
const StringName *K = NULL;
- while ((K = default_theme->style_map.next(K))) {
+ while ((K = p_other->style_map.next(K))) {
const StringName *L = NULL;
- while ((L = default_theme->style_map[*K].next(L))) {
- set_stylebox(*K, *L, default_theme->style_map[*K][*L]);
+ while ((L = p_other->style_map[*K].next(L))) {
+ set_stylebox(*L, *K, p_other->style_map[*K][*L]);
}
}
}
{
const StringName *K = NULL;
- while ((K = default_theme->font_map.next(K))) {
+ while ((K = p_other->font_map.next(K))) {
const StringName *L = NULL;
- while ((L = default_theme->font_map[*K].next(L))) {
- set_font(*K, *L, default_theme->font_map[*K][*L]);
+ while ((L = p_other->font_map[*K].next(L))) {
+ set_font(*L, *K, p_other->font_map[*K][*L]);
}
}
}
//these are ok to just copy
- color_map = default_theme->color_map;
- constant_map = default_theme->constant_map;
- shader_map = default_theme->shader_map;
+ color_map = p_other->color_map;
+ constant_map = p_other->constant_map;
+ shader_map = p_other->shader_map;
_change_notify();
emit_changed();
@@ -752,6 +756,7 @@ void Theme::_bind_methods() {
ClassDB::bind_method(D_METHOD("_emit_theme_changed"), &Theme::_emit_theme_changed);
ClassDB::bind_method("copy_default_theme", &Theme::copy_default_theme);
+ ClassDB::bind_method(D_METHOD("copy_theme", "other"), &Theme::copy_theme);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "default_font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_default_font", "get_default_font");
}
diff --git a/scene/resources/theme.h b/scene/resources/theme.h
index ba47c5fb3c..fb59073cbe 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -184,6 +184,7 @@ public:
void get_type_list(List<StringName> *p_list) const;
void copy_default_theme();
+ void copy_theme(const Ref<Theme> &p_other);
void clear();
Theme();
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 8a24d4bab1..3c83de91fd 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -154,6 +154,8 @@ bool TileSet::_set(const StringName &p_name, const Variant &p_value) {
tile_set_shape_transform(id, 0, p_value);
else if (what == "shape_one_way")
tile_set_shape_one_way(id, 0, p_value);
+ else if (what == "shape_one_way_margin")
+ tile_set_shape_one_way_margin(id, 0, p_value);
else if (what == "shapes")
_tile_set_shapes(id, p_value);
else if (what == "occluder")
@@ -266,6 +268,8 @@ bool TileSet::_get(const StringName &p_name, Variant &r_ret) const {
r_ret = tile_get_shape_transform(id, 0);
else if (what == "shape_one_way")
r_ret = tile_get_shape_one_way(id, 0);
+ else if (what == "shape_one_way_margin")
+ r_ret = tile_get_shape_one_way_margin(id, 0);
else if (what == "shapes")
r_ret = _tile_get_shapes(id);
else if (what == "occluder")
@@ -324,6 +328,7 @@ void TileSet::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "shape_transform", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::OBJECT, pre + "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::BOOL, pre + "shape_one_way", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::REAL, pre + "shape_one_way_margin", PROPERTY_HINT_RANGE, "0,128,0.01", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "shapes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::INT, pre + "z_index", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"));
}
@@ -507,6 +512,13 @@ int TileSet::autotile_get_subtile_priority(int p_id, const Vector2 &p_coord) {
return 1;
}
+const Map<Vector2, int> &TileSet::autotile_get_priority_map(int p_id) const {
+
+ static Map<Vector2, int> dummy;
+ ERR_FAIL_COND_V(!tile_map.has(p_id), dummy);
+ return tile_map[p_id].autotile_data.priority_map;
+}
+
void TileSet::autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index) {
ERR_FAIL_COND(!tile_map.has(p_id));
@@ -524,11 +536,11 @@ int TileSet::autotile_get_z_index(int p_id, const Vector2 &p_coord) {
return 0;
}
-const Map<Vector2, int> &TileSet::autotile_get_priority_map(int p_id) const {
+const Map<Vector2, int> &TileSet::autotile_get_z_index_map(int p_id) const {
static Map<Vector2, int> dummy;
ERR_FAIL_COND_V(!tile_map.has(p_id), dummy);
- return tile_map[p_id].autotile_data.priority_map;
+ return tile_map[p_id].autotile_data.z_index_map;
}
void TileSet::autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag) {
@@ -602,7 +614,7 @@ Vector2 TileSet::autotile_get_subtile_for_bitmask(int p_id, uint16_t p_bitmask,
if (coords.size() == 0) {
return autotile_get_icon_coordinate(p_id);
} else {
- return coords[Math::random(0, (int)coords.size())];
+ return coords[Math::rand() % coords.size()];
}
}
@@ -708,6 +720,22 @@ bool TileSet::tile_get_shape_one_way(int p_id, int p_shape_id) const {
return false;
}
+void TileSet::tile_set_shape_one_way_margin(int p_id, int p_shape_id, float p_margin) {
+ ERR_FAIL_COND(!tile_map.has(p_id));
+ if (tile_map[p_id].shapes_data.size() <= p_shape_id)
+ tile_map[p_id].shapes_data.resize(p_shape_id + 1);
+ tile_map[p_id].shapes_data.write[p_shape_id].one_way_collision_margin = p_margin;
+ emit_changed();
+}
+
+float TileSet::tile_get_shape_one_way_margin(int p_id, int p_shape_id) const {
+ ERR_FAIL_COND_V(!tile_map.has(p_id), 0);
+ if (tile_map[p_id].shapes_data.size() > p_shape_id)
+ return tile_map[p_id].shapes_data[p_shape_id].one_way_collision_margin;
+
+ return 0;
+}
+
void TileSet::tile_set_light_occluder(int p_id, const Ref<OccluderPolygon2D> &p_light_occluder) {
ERR_FAIL_COND(!tile_map.has(p_id));
@@ -877,6 +905,11 @@ void TileSet::_tile_set_shapes(int p_id, const Array &p_shapes) {
else
s.one_way_collision = default_one_way;
+ if (d.has("one_way_margin") && d["one_way_margin"].is_num())
+ s.one_way_collision_margin = d["one_way_margin"];
+ else
+ s.one_way_collision_margin = 1.0;
+
if (d.has("autotile_coord") && d["autotile_coord"].get_type() == Variant::VECTOR2)
s.autotile_coord = d["autotile_coord"];
else
@@ -904,6 +937,7 @@ Array TileSet::_tile_get_shapes(int p_id) const {
shape_data["shape"] = data[i].shape;
shape_data["shape_transform"] = data[i].shape_transform;
shape_data["one_way"] = data[i].one_way_collision;
+ shape_data["one_way_margin"] = data[i].one_way_collision_margin;
shape_data["autotile_coord"] = data[i].autotile_coord;
arr.push_back(shape_data);
}
@@ -986,8 +1020,23 @@ void TileSet::clear() {
void TileSet::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_tile", "id"), &TileSet::create_tile);
+ ClassDB::bind_method(D_METHOD("autotile_clear_bitmask_map", "id"), &TileSet::autotile_clear_bitmask_map);
+ ClassDB::bind_method(D_METHOD("autotile_set_icon_coordinate", "id", "coord"), &TileSet::autotile_set_icon_coordinate);
+ ClassDB::bind_method(D_METHOD("autotile_get_icon_coordinate", "id"), &TileSet::autotile_get_icon_coordinate);
+ ClassDB::bind_method(D_METHOD("autotile_set_subtile_priority", "id", "coord", "priority"), &TileSet::autotile_set_subtile_priority);
+ ClassDB::bind_method(D_METHOD("autotile_get_subtile_priority", "id", "coord"), &TileSet::autotile_get_subtile_priority);
+ ClassDB::bind_method(D_METHOD("autotile_set_z_index", "id", "coord", "z_index"), &TileSet::autotile_set_z_index);
+ ClassDB::bind_method(D_METHOD("autotile_get_z_index", "id", "coord"), &TileSet::autotile_get_z_index);
+ ClassDB::bind_method(D_METHOD("autotile_set_light_occluder", "id", "light_occluder", "coord"), &TileSet::autotile_set_light_occluder);
+ ClassDB::bind_method(D_METHOD("autotile_get_light_occluder", "id", "coord"), &TileSet::autotile_get_light_occluder);
+ ClassDB::bind_method(D_METHOD("autotile_set_navigation_polygon", "id", "navigation_polygon", "coord"), &TileSet::autotile_set_navigation_polygon);
+ ClassDB::bind_method(D_METHOD("autotile_get_navigation_polygon", "id", "coord"), &TileSet::autotile_get_navigation_polygon);
+ ClassDB::bind_method(D_METHOD("autotile_set_bitmask", "id", "bitmask", "flag"), &TileSet::autotile_set_bitmask);
+ ClassDB::bind_method(D_METHOD("autotile_get_bitmask", "id", "coord"), &TileSet::autotile_get_bitmask);
ClassDB::bind_method(D_METHOD("autotile_set_bitmask_mode", "id", "mode"), &TileSet::autotile_set_bitmask_mode);
ClassDB::bind_method(D_METHOD("autotile_get_bitmask_mode", "id"), &TileSet::autotile_get_bitmask_mode);
+ ClassDB::bind_method(D_METHOD("autotile_set_spacing", "id", "spacing"), &TileSet::autotile_set_spacing);
+ ClassDB::bind_method(D_METHOD("autotile_get_spacing", "id"), &TileSet::autotile_get_spacing);
ClassDB::bind_method(D_METHOD("autotile_set_size", "id", "size"), &TileSet::autotile_set_size);
ClassDB::bind_method(D_METHOD("autotile_get_size", "id"), &TileSet::autotile_get_size);
ClassDB::bind_method(D_METHOD("tile_set_name", "id", "name"), &TileSet::tile_set_name);
@@ -1012,6 +1061,8 @@ void TileSet::_bind_methods() {
ClassDB::bind_method(D_METHOD("tile_get_shape_transform", "id", "shape_id"), &TileSet::tile_get_shape_transform);
ClassDB::bind_method(D_METHOD("tile_set_shape_one_way", "id", "shape_id", "one_way"), &TileSet::tile_set_shape_one_way);
ClassDB::bind_method(D_METHOD("tile_get_shape_one_way", "id", "shape_id"), &TileSet::tile_get_shape_one_way);
+ ClassDB::bind_method(D_METHOD("tile_set_shape_one_way_margin", "id", "shape_id", "one_way"), &TileSet::tile_set_shape_one_way_margin);
+ ClassDB::bind_method(D_METHOD("tile_get_shape_one_way_margin", "id", "shape_id"), &TileSet::tile_get_shape_one_way_margin);
ClassDB::bind_method(D_METHOD("tile_add_shape", "id", "shape", "shape_transform", "one_way", "autotile_coord"), &TileSet::tile_add_shape, DEFVAL(false), DEFVAL(Vector2()));
ClassDB::bind_method(D_METHOD("tile_get_shape_count", "id"), &TileSet::tile_get_shape_count);
ClassDB::bind_method(D_METHOD("tile_set_shapes", "id", "shapes"), &TileSet::_tile_set_shapes);
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index 2ab771b1b0..4800371d3c 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -48,9 +48,11 @@ public:
Transform2D shape_transform;
Vector2 autotile_coord;
bool one_way_collision;
+ float one_way_collision_margin;
ShapeData() {
one_way_collision = false;
+ one_way_collision_margin = 1.0;
}
};
@@ -175,6 +177,7 @@ public:
void autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index);
int autotile_get_z_index(int p_id, const Vector2 &p_coord);
+ const Map<Vector2, int> &autotile_get_z_index_map(int p_id) const;
void autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag);
uint16_t autotile_get_bitmask(int p_id, Vector2 p_coord);
@@ -193,6 +196,9 @@ public:
void tile_set_shape_one_way(int p_id, int p_shape_id, bool p_one_way);
bool tile_get_shape_one_way(int p_id, int p_shape_id) const;
+ void tile_set_shape_one_way_margin(int p_id, int p_shape_id, float p_margin);
+ float tile_get_shape_one_way_margin(int p_id, int p_shape_id) const;
+
void tile_clear_shapes(int p_id);
void tile_add_shape(int p_id, const Ref<Shape2D> &p_shape, const Transform2D &p_transform, bool p_one_way = false, const Vector2 &p_autotile_coord = Vector2());
int tile_get_shape_count(int p_id) const;
diff --git a/scene/resources/video_stream.cpp b/scene/resources/video_stream.cpp
index 3cd8cbae77..a85db0c592 100644
--- a/scene/resources/video_stream.cpp
+++ b/scene/resources/video_stream.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/video_stream.h b/scene/resources/video_stream.h
index 0d25d9d687..eb3bf6770f 100644
--- a/scene/resources/video_stream.h
+++ b/scene/resources/video_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 3d247ab7ad..692c28ed99 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -569,7 +569,7 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
String mode = name.get_slicec('/', 1);
int value = p_value;
if (value == 0) {
- modes.erase(mode); //means its default anyway, so dont store it
+ modes.erase(mode); //means it's default anyway, so don't store it
} else {
modes[mode] = value;
}
@@ -834,15 +834,15 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
Ref<VisualShaderNodeInput> input = vsnode;
+ bool skip_global = input.is_valid() && for_preview;
- if (input.is_valid() && for_preview) {
- //handle for preview
- code += input->generate_code_for_preview(type, node, inputs, outputs);
- } else {
- //handle normally
+ if (!skip_global) {
global_code += vsnode->generate_global(get_mode(), type, node);
- code += vsnode->generate_code(get_mode(), type, node, inputs, outputs);
}
+
+ //handle normally
+ code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
+
code += "\n"; //
processed.insert(node);
@@ -1046,32 +1046,40 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
// Spatial, Fragment
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
// Spatial, Light
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
@@ -1083,15 +1091,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
@@ -1099,14 +1110,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
// Canvas Item, Fragment
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
// Canvas Item, Light
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
@@ -1117,10 +1132,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
-
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Particles, Vertex
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
@@ -1151,16 +1167,16 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(1.0,1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
// Spatial, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(1.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
@@ -1171,7 +1187,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
@@ -1179,7 +1195,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Vertex
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
@@ -1218,56 +1234,56 @@ String VisualShaderNodeInput::get_caption() const {
return TTR("Input");
}
-String VisualShaderNodeInput::generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeInput::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) const {
- int idx = 0;
+ if (p_for_preview) {
+ int idx = 0;
- String code;
+ String code;
- while (preview_ports[idx].mode != Shader::MODE_MAX) {
- if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
- code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
- break;
+ while (preview_ports[idx].mode != Shader::MODE_MAX) {
+ if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
+ code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
+ break;
+ }
+ idx++;
}
- idx++;
- }
- if (code == String()) {
- switch (get_output_port_type(0)) {
- case PORT_TYPE_SCALAR: {
- code = "\t" + p_output_vars[0] + " = 0.0;\n";
- } break; //default (none found) is scalar
- case PORT_TYPE_VECTOR: {
- code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
- } break; //default (none found) is scalar
- case PORT_TYPE_TRANSFORM: {
- code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
- } break; //default (none found) is scalar
+ if (code == String()) {
+ switch (get_output_port_type(0)) {
+ case PORT_TYPE_SCALAR: {
+ code = "\t" + p_output_vars[0] + " = 0.0;\n";
+ } break; //default (none found) is scalar
+ case PORT_TYPE_VECTOR: {
+ code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
+ } break; //default (none found) is scalar
+ case PORT_TYPE_TRANSFORM: {
+ code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
+ } break; //default (none found) is scalar
+ }
}
- }
- return code;
-}
+ return code;
-String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+ } else {
+ int idx = 0;
- int idx = 0;
+ String code;
- String code;
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
+ code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
+ break;
+ }
+ idx++;
+ }
- while (ports[idx].mode != Shader::MODE_MAX) {
- if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
- code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
- break;
+ if (code == String()) {
+ code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
}
- idx++;
- }
- if (code == String()) {
- code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
+ return code;
}
-
- return code;
}
void VisualShaderNodeInput::set_input_name(String p_name) {
@@ -1535,7 +1551,7 @@ String VisualShaderNodeOutput::get_caption() const {
return TTR("Output");
}
-String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeOutput::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) const {
int idx = 0;
int count = 0;
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 2867daac3a..4792038351 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -200,7 +200,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(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) 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
+ 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
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
@@ -243,8 +243,7 @@ public:
virtual String get_caption() const;
- virtual String generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) 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) 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;
void set_input_name(String p_name);
String get_input_name() const;
@@ -293,7 +292,7 @@ public:
virtual String get_caption() 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) 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;
VisualShaderNodeOutput();
};
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index d011b102a2..d95e0e2da1 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -55,7 +55,7 @@ String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeScalarConstant::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) const {
return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
@@ -114,7 +114,7 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
}
-String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeColorConstant::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) const {
String code;
code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
@@ -178,7 +178,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVec3Constant::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) const {
return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
}
@@ -236,7 +236,7 @@ String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformConstant::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) const {
Transform t = constant;
t.basis.transpose();
@@ -324,7 +324,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
switch (texture_type) {
case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_color"; break;
+ case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
return u + ";";
@@ -333,7 +333,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
return String();
}
-String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTexture::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) const {
if (source == SOURCE_TEXTURE) {
String id = make_unique_id(p_type, p_id, "tex");
@@ -357,7 +357,7 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
- if (p_input_vars[0] == String()) { //none bound, do nothing
+ if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing
code += "\t\tvec4 _tex_read = vec4(0.0);\n";
@@ -554,13 +554,13 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade
String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_color"; break;
+ case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
return u + ";";
}
-String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeCubeMap::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) const {
String id = make_unique_id(p_type, p_id, "cube");
String code;
@@ -652,7 +652,7 @@ String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeScalarOp::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) const {
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
@@ -738,7 +738,7 @@ String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
-String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorOp::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) const {
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
@@ -824,7 +824,7 @@ String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
-String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeColorOp::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) const {
String code;
static const char *axisn[3] = { "x", "y", "z" };
@@ -972,7 +972,7 @@ String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
return "mult"; //no output port means the editor will be used as port
}
-String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformMult::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) const {
if (op == OP_AxB) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
@@ -1041,7 +1041,7 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformVecMult::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) const {
if (op == OP_AxB) {
return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
} else if (op == OP_BxA) {
@@ -1115,7 +1115,7 @@ String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeScalarFunc::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) const {
static const char *scalar_func_id[FUNC_NEGATE + 1] = {
"sin($)",
@@ -1220,7 +1220,7 @@ String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
static const char *vec_func_id[FUNC_HSV2RGB + 1] = {
"normalize($)",
@@ -1321,7 +1321,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
return "dot";
}
-String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeDotProduct::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) const {
return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
}
@@ -1356,7 +1356,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
return "length";
}
-String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorLen::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) const {
return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
}
@@ -1396,7 +1396,7 @@ String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
return "mix";
}
-String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeScalarInterp::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) const {
return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
@@ -1438,7 +1438,7 @@ String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
return "mix";
}
-String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorInterp::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) const {
return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
@@ -1479,7 +1479,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
return "vec";
}
-String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorCompose::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) const {
return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
@@ -1524,7 +1524,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const
return "xform";
}
-String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformCompose::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) const {
return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
}
@@ -1567,7 +1567,7 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
}
}
-String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorDecompose::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) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
@@ -1613,7 +1613,7 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons
}
}
-String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformDecompose::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) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
@@ -1655,7 +1655,7 @@ String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform float " + get_uniform_name() + ";\n";
}
-String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeScalarUniform::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) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
@@ -1693,7 +1693,7 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
}
-String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeColorUniform::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) const {
String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
return code;
@@ -1731,7 +1731,7 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS
return "uniform vec3 " + get_uniform_name() + ";\n";
}
-String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVec3Uniform::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) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
@@ -1767,7 +1767,7 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi
return "uniform mat4 " + get_uniform_name() + ";\n";
}
-String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformUniform::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) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
@@ -1823,7 +1823,7 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
return code;
}
-String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTextureUniform::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) const {
String id = get_uniform_name();
String code = "\t{\n";
@@ -1918,7 +1918,7 @@ String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
-String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeCubeMapUniform::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) const {
return String();
}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 3057f7239a..27b557494a 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -53,7 +53,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_constant(float p_value);
float get_constant() const;
@@ -81,7 +81,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_constant(Color p_value);
Color get_constant() const;
@@ -109,7 +109,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_constant(Vector3 p_value);
Vector3 get_constant() const;
@@ -137,7 +137,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_constant(Transform p_value);
Transform get_constant() const;
@@ -187,7 +187,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(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) const; //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; //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
void set_source(Source p_source);
Source get_source() const;
@@ -240,7 +240,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(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) const; //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; //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
void set_cube_map(Ref<CubeMap> p_value);
Ref<CubeMap> get_cube_map() const;
@@ -288,7 +288,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -333,7 +333,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -377,7 +377,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -414,7 +414,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -453,7 +453,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_operator(Operator p_op);
Operator get_operator() const;
@@ -510,7 +510,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_function(Function p_func);
Function get_function() const;
@@ -553,7 +553,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
void set_function(Function p_func);
Function get_function() const;
@@ -581,7 +581,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeDotProduct();
};
@@ -602,7 +602,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeVectorLen();
};
@@ -623,7 +623,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeScalarInterp();
};
@@ -644,7 +644,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeVectorInterp();
};
@@ -665,7 +665,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeVectorCompose();
};
@@ -686,7 +686,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeTransformCompose();
};
@@ -707,7 +707,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeVectorDecompose();
};
@@ -728,7 +728,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeTransformDecompose();
};
@@ -750,7 +750,7 @@ public:
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(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) const; //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; //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
VisualShaderNodeScalarUniform();
};
@@ -770,7 +770,7 @@ public:
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(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) const; //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; //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
VisualShaderNodeColorUniform();
};
@@ -790,7 +790,7 @@ public:
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(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) const; //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; //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
VisualShaderNodeVec3Uniform();
};
@@ -810,7 +810,7 @@ public:
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(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) const; //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; //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
VisualShaderNodeTransformUniform();
};
@@ -851,7 +851,7 @@ public:
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(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) const; //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; //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
Vector<StringName> get_editable_properties() const;
@@ -883,7 +883,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) 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) const; //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; //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
VisualShaderNodeCubeMapUniform();
};
diff --git a/scene/resources/world.cpp b/scene/resources/world.cpp
index b4588cd87c..0ca5d7eb36 100644
--- a/scene/resources/world.cpp
+++ b/scene/resources/world.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/world.h b/scene/resources/world.h
index 4ba6b13476..05d5ceb411 100644
--- a/scene/resources/world.h
+++ b/scene/resources/world.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index dd78d04104..13b45f58dc 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 88ad392f85..e0c671e1a7 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp
index e468b3dab4..634f4d7160 100644
--- a/scene/scene_string_names.cpp
+++ b/scene/scene_string_names.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -203,4 +203,6 @@ SceneStringNames::SceneStringNames() {
_mesh_changed = StaticCString::create("_mesh_changed");
parameters_base_path = "parameters/";
+
+ tracks_changed = "tracks_changed";
}
diff --git a/scene/scene_string_names.h b/scene/scene_string_names.h
index 25e2c5d4a6..bc75165b8c 100644
--- a/scene/scene_string_names.h
+++ b/scene/scene_string_names.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,7 +32,7 @@
#define SCENE_STRING_NAMES_H
#include "core/node_path.h"
-#include "core/string_db.h"
+#include "core/string_name.h"
class SceneStringNames {
friend void register_scene_types();
@@ -205,6 +205,8 @@ public:
StringName parameters_base_path;
+ StringName tracks_changed;
+
enum {
MAX_MATERIALS = 32
};