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-rw-r--r--servers/physics_2d_server.cpp4
-rw-r--r--servers/visual/shader_types.cpp1
2 files changed, 4 insertions, 1 deletions
diff --git a/servers/physics_2d_server.cpp b/servers/physics_2d_server.cpp
index dc58cd36dd..dad4711c07 100644
--- a/servers/physics_2d_server.cpp
+++ b/servers/physics_2d_server.cpp
@@ -654,6 +654,10 @@ void Physics2DServer::_bind_methods() {
BIND_ENUM_CONSTANT(JOINT_GROOVE);
BIND_ENUM_CONSTANT(JOINT_DAMPED_SPRING);
+ BIND_ENUM_CONSTANT(JOINT_PARAM_BIAS);
+ BIND_ENUM_CONSTANT(JOINT_PARAM_MAX_BIAS);
+ BIND_ENUM_CONSTANT(JOINT_PARAM_MAX_FORCE);
+
BIND_ENUM_CONSTANT(DAMPED_STRING_REST_LENGTH);
BIND_ENUM_CONSTANT(DAMPED_STRING_STIFFNESS);
BIND_ENUM_CONSTANT(DAMPED_STRING_DAMPING);
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index a25c5ca65e..96f981ab5e 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -109,7 +109,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SIDE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);