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-rw-r--r--scene/gui/graph_edit.cpp7
-rw-r--r--scene/main/node.cpp7
-rw-r--r--scene/main/node.h1
-rw-r--r--scene/main/scene_tree.cpp2
-rw-r--r--scene/resources/material.cpp2
-rw-r--r--scene/resources/material.h4
-rw-r--r--scene/resources/style_box.cpp6
7 files changed, 24 insertions, 5 deletions
diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp
index 7827c66841..ed9fc0ce51 100644
--- a/scene/gui/graph_edit.cpp
+++ b/scene/gui/graph_edit.cpp
@@ -819,8 +819,11 @@ void GraphEdit::_gui_input(const Ref<InputEvent> &p_ev) {
if (gn && gn->is_selected()) {
Vector2 pos = (gn->get_drag_from() * zoom + drag_accum) / zoom;
- if (is_using_snap()) {
- int snap = get_snap();
+
+ // Snapping can be toggled temporarily by holding down Ctrl.
+ // This is done here as to not toggle the grid when holding down Ctrl.
+ if (is_using_snap() ^ Input::get_singleton()->is_key_pressed(KEY_CONTROL)) {
+ const int snap = get_snap();
pos = pos.snapped(Vector2(snap, snap));
}
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 217dacfbfe..2a2a6bb41d 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -850,6 +850,11 @@ void Node::set_process_priority(int p_priority) {
data.tree->make_group_changed("physics_process_internal");
}
+int Node::get_process_priority() const {
+
+ return data.process_priority;
+}
+
void Node::set_process_input(bool p_enable) {
if (p_enable == data.input)
@@ -2754,6 +2759,7 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_process_delta_time"), &Node::get_process_delta_time);
ClassDB::bind_method(D_METHOD("set_process", "enable"), &Node::set_process);
ClassDB::bind_method(D_METHOD("set_process_priority", "priority"), &Node::set_process_priority);
+ ClassDB::bind_method(D_METHOD("get_process_priority"), &Node::get_process_priority);
ClassDB::bind_method(D_METHOD("is_processing"), &Node::is_processing);
ClassDB::bind_method(D_METHOD("set_process_input", "enable"), &Node::set_process_input);
ClassDB::bind_method(D_METHOD("is_processing_input"), &Node::is_processing_input);
@@ -2894,6 +2900,7 @@ void Node::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_owner", "get_owner");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer", "get_custom_multiplayer");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "process_priority"), "set_process_priority", "get_process_priority");
BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
diff --git a/scene/main/node.h b/scene/main/node.h
index a8bcd2f273..6d0ff7e5cf 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -350,6 +350,7 @@ public:
bool is_processing_internal() const;
void set_process_priority(int p_priority);
+ int get_process_priority() const;
void set_process_input(bool p_enable);
bool is_processing_input() const;
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 78ceccfca2..3a6fff45c5 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -2066,7 +2066,7 @@ SceneTree::SceneTree() {
int ref_atlas_subdiv = GLOBAL_DEF("rendering/quality/reflections/atlas_subdiv", 8);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,or_greater")); //next_power_of_2 will return a 0 as min value
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,External 2x,External 4x"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
GLOBAL_DEF("rendering/quality/depth/hdr", true);
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index fab0aace14..41bf7f4bf0 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1405,8 +1405,8 @@ void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_te
textures[p_param] = p_texture;
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
- _queue_shader_change();
_change_notify();
+ _queue_shader_change();
}
Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 2423d6d48b..1c69a754b6 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -260,6 +260,8 @@ private:
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
+ uint64_t texture_metallic : 1;
+ uint64_t texture_roughness : 1;
};
uint64_t key;
@@ -305,6 +307,8 @@ private:
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
+ mk.texture_metallic = textures[TEXTURE_METALLIC].is_valid() ? 1 : 0;
+ mk.texture_roughness = textures[TEXTURE_ROUGHNESS].is_valid() ? 1 : 0;
return mk;
}
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index 9ee7c2936e..d56360f918 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -694,6 +694,11 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
return;
}
+ Rect2 style_rect = p_rect.grow_individual(expand_margin[MARGIN_LEFT], expand_margin[MARGIN_TOP], expand_margin[MARGIN_RIGHT], expand_margin[MARGIN_BOTTOM]);
+ if (Math::is_zero_approx(style_rect.size.width) || Math::is_zero_approx(style_rect.size.height)) {
+ return;
+ }
+
bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0);
bool aa_on = rounded_corners && anti_aliased;
@@ -701,7 +706,6 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
bool blend_on = blend_border && draw_border;
- Rect2 style_rect = p_rect.grow_individual(expand_margin[MARGIN_LEFT], expand_margin[MARGIN_TOP], expand_margin[MARGIN_RIGHT], expand_margin[MARGIN_BOTTOM]);
Rect2 border_style_rect = style_rect;
if (aa_on && !blend_on) {
float aa_size_grow = 0.5 * ((aa_size + 1) / 2);