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-rw-r--r--servers/physics_2d/godot_collision_solver_2d.cpp3
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp7
-rw-r--r--servers/physics_server_2d.h2
-rw-r--r--servers/physics_server_3d.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h3
6 files changed, 14 insertions, 5 deletions
diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp
index 761a1c33e2..52237539c0 100644
--- a/servers/physics_2d/godot_collision_solver_2d.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d.cpp
@@ -229,6 +229,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor
if (type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
if (type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
return false;
}
@@ -240,6 +241,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor
} else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between two rays are not supported.");
return false; //no ray-ray
}
@@ -251,6 +253,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor
} else if (concave_B) {
if (concave_A) {
+ WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
return false;
}
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index 094d77a582..9fe0e3eb84 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -370,12 +370,15 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
return false;
}
if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
return false;
}
if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries and soft bodies are not supported.");
return false;
}
@@ -387,6 +390,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
} else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between rays are not supported.");
return false;
}
@@ -398,7 +402,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
- // Soft Body / Soft Body not supported.
+ WARN_PRINT_ONCE("Collisions between soft bodies are not supported.");
return false;
}
@@ -410,6 +414,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
} else if (concave_B) {
if (concave_A) {
+ WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
return false;
}
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index d5b4dc05e6..d9572e6594 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -490,7 +490,7 @@ public:
bool collide_separation_ray = false;
HashSet<RID> exclude_bodies;
HashSet<ObjectID> exclude_objects;
- bool recovery_as_collision = false;
+ bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping.
MotionParameters() {}
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 1308e4cd36..6ad5e26815 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -527,7 +527,7 @@ public:
bool collide_separation_ray = false;
HashSet<RID> exclude_bodies;
HashSet<ObjectID> exclude_objects;
- bool recovery_as_collision = false;
+ bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping.
MotionParameters() {}
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index a6512497a3..bea31dc927 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -729,7 +729,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
}
- if (!is_environment(p_render_data->environment) || environment_get_fog_enabled(p_render_data->environment)) {
+ if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) {
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
}
}
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index 82d609291c..4b34cc74cb 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -34,6 +34,7 @@
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/utilities.h"
@@ -235,7 +236,7 @@ public:
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
- return light_owner.owns(light->projector);
+ return TextureStorage::get_singleton()->owns_texture(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {