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-rw-r--r--servers/physics/body_sw.cpp3
-rw-r--r--servers/physics/gjk_epa.cpp5
-rw-r--r--servers/visual/shader_types.cpp2
3 files changed, 7 insertions, 3 deletions
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
index b4c3670a7b..172a2a3429 100644
--- a/servers/physics/body_sw.cpp
+++ b/servers/physics/body_sw.cpp
@@ -346,8 +346,7 @@ void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant &p_varian
//biased_angular_velocity=Vector3();
set_active(false);
} else {
- if (mode != PhysicsServer::BODY_MODE_STATIC)
- set_active(true);
+ set_active(true);
}
} break;
case PhysicsServer::BODY_STATE_CAN_SLEEP: {
diff --git a/servers/physics/gjk_epa.cpp b/servers/physics/gjk_epa.cpp
index ae512183fd..1d5ca42838 100644
--- a/servers/physics/gjk_epa.cpp
+++ b/servers/physics/gjk_epa.cpp
@@ -722,7 +722,10 @@ struct GJK
append(m_stock,face);
return(0);
}
- m_status=m_stock.root?eStatus::OutOfVertices:eStatus::OutOfFaces;
+ // -- GODOT start --
+ //m_status=m_stock.root?eStatus::OutOfVertices:eStatus::OutOfFaces;
+ m_status=eStatus::OutOfFaces;
+ // -- GODOT end --
return(0);
}
sFace* findbest()
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index bc6010117c..75910ff1c0 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -137,6 +137,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);