diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/area_2d.cpp | 4 | ||||
-rw-r--r-- | scene/2d/cpu_particles_2d.cpp | 4 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 4 | ||||
-rw-r--r-- | scene/3d/area.cpp | 4 | ||||
-rw-r--r-- | scene/3d/physics_body.cpp | 4 | ||||
-rw-r--r-- | scene/gui/graph_edit.cpp | 30 | ||||
-rw-r--r-- | scene/gui/progress_bar.cpp | 2 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 2 |
8 files changed, 37 insertions, 17 deletions
diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp index b701e84a9c..e9731f1cd4 100644 --- a/scene/2d/area_2d.cpp +++ b/scene/2d/area_2d.cpp @@ -672,8 +672,8 @@ void Area2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_vec"), "set_gravity_vector", "get_gravity_vector"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.001"), "set_gravity", "get_gravity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_linear_damp", "get_linear_damp"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,128,1"), "set_priority", "get_priority"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index 4b309a93b5..f9f273d494 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -962,9 +962,13 @@ void CPUParticles2D::_set_redraw(bool p_redraw) { if (redraw) { VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread"); VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), true); + + VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1); } else { VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread"); VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), false); + + VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0); } #ifndef NO_THREADS update_mutex->unlock(); diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 39b3375f09..936ba777b5 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1074,10 +1074,10 @@ void RigidBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_GROUP("Applied Forces", "applied_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "applied_torque"), "set_applied_torque", "get_applied_torque"); diff --git a/scene/3d/area.cpp b/scene/3d/area.cpp index 4247266e3d..19f43dd274 100644 --- a/scene/3d/area.cpp +++ b/scene/3d/area.cpp @@ -718,8 +718,8 @@ void Area::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_vec"), "set_gravity_vector", "get_gravity_vector"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_gravity", "get_gravity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,1024,0.001"), "set_linear_damp", "get_linear_damp"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,1024,0.001"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,128,1"), "set_priority", "get_priority"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 2f8b2ecc5c..fa2bb300fa 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1044,10 +1044,10 @@ void RigidBody::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_ANGULAR_Z); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp index f238aeb392..38005f1322 100644 --- a/scene/gui/graph_edit.cpp +++ b/scene/gui/graph_edit.cpp @@ -1030,14 +1030,28 @@ void GraphEdit::_gui_input(const Ref<InputEvent> &p_ev) { } Ref<InputEventKey> k = p_ev; - if (k.is_valid() && k->get_scancode() == KEY_D && k->is_pressed() && k->get_command()) { - emit_signal("duplicate_nodes_request"); - accept_event(); - } - if (k.is_valid() && k->get_scancode() == KEY_DELETE && k->is_pressed()) { - emit_signal("delete_nodes_request"); - accept_event(); + if (k.is_valid()) { + + if (k->get_scancode() == KEY_D && k->is_pressed() && k->get_command()) { + emit_signal("duplicate_nodes_request"); + accept_event(); + } + + if (k->get_scancode() == KEY_C && k->is_pressed() && k->get_command()) { + emit_signal("copy_nodes_request"); + accept_event(); + } + + if (k->get_scancode() == KEY_V && k->is_pressed() && k->get_command()) { + emit_signal("paste_nodes_request"); + accept_event(); + } + + if (k->get_scancode() == KEY_DELETE && k->is_pressed()) { + emit_signal("delete_nodes_request"); + accept_event(); + } } Ref<InputEventMagnifyGesture> magnify_gesture = p_ev; @@ -1297,6 +1311,8 @@ void GraphEdit::_bind_methods() { 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, "position"))); ADD_SIGNAL(MethodInfo("duplicate_nodes_request")); + ADD_SIGNAL(MethodInfo("copy_nodes_request")); + ADD_SIGNAL(MethodInfo("paste_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"))); ADD_SIGNAL(MethodInfo("connection_from_empty", PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot"), PropertyInfo(Variant::VECTOR2, "release_position"))); diff --git a/scene/gui/progress_bar.cpp b/scene/gui/progress_bar.cpp index 264eda4035..0154a452ad 100644 --- a/scene/gui/progress_bar.cpp +++ b/scene/gui/progress_bar.cpp @@ -60,7 +60,7 @@ void ProgressBar::_notification(int p_what) { draw_style_box(bg, Rect2(Point2(), get_size())); float r = get_as_ratio(); int mp = fg->get_minimum_size().width; - int p = r * get_size().width - mp; + int p = r * (get_size().width - mp); if (p > 0) { draw_style_box(fg, Rect2(Point2(), Size2(p + fg->get_minimum_size().width, get_size().height))); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 21ee247b02..a1a29ec950 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -2106,7 +2106,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const { } String VisualShaderNodeOuterProduct::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] + " = outerProduct( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n"; + return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n"; } VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() { |