Misc Fixes

==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
This commit is contained in:
Juan Linietsky
2014-06-27 23:21:45 -03:00
parent 1cc96a4d74
commit 2af2a84a03
74 changed files with 1416 additions and 662 deletions

View File

@@ -176,7 +176,7 @@ public:
vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,0,2 ) ) );
RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
light = vs->instance_create2( lightaux,scenario );
vs->instance_set_transform(light,Transform(Matrix3(Vector3(0.1,0.4,0.7).normalized(),0.9)));

View File

@@ -407,7 +407,7 @@ public:
RID cylinder_material = vs->fixed_material_create();
vs->fixed_material_set_param( cylinder_material, VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.8,0.2,0.9));
vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_ONTOP,true);
vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
//vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_DOUBLE_SIDED,true);
vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_UNSHADED,true);
@@ -429,7 +429,7 @@ public:
light = vs->instance_create2( lightaux );
*/
RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
//vs->light_set_shadow( lightaux, true );
RID light = vs->instance_create2( lightaux,scenario );

View File

@@ -87,7 +87,7 @@ public:
light = vs->instance_create2( lightaux );
*/
RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
light = vs->instance_create2( lightaux, scenario );
ofs=0;

View File

@@ -185,7 +185,7 @@ public:
//*
lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,1.0) );
//vs->light_set_shadow( lightaux, true );
light = vs->instance_create2( lightaux, scenario );
@@ -198,7 +198,7 @@ public:
//*
lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,0.0) );
vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_RADIUS, 4 );
vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );

View File

@@ -264,13 +264,15 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
}
static void recreate_code(void *p_str,SL::ProgramNode *p_program) {
static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
print_line("recr");
String *str=(String*)p_str;
*str=dump_node_code(p_program,0);
return OK;
}