diff options
Diffstat (limited to 'servers')
| -rw-r--r-- | servers/physics/body_sw.cpp | 3 | ||||
| -rw-r--r-- | servers/physics/gjk_epa.cpp | 5 | ||||
| -rw-r--r-- | servers/visual/shader_types.cpp | 2 |
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); |