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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
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@@ -176,7 +176,7 @@ public:
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vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,0,2 ) ) );
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
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light = vs->instance_create2( lightaux,scenario );
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vs->instance_set_transform(light,Transform(Matrix3(Vector3(0.1,0.4,0.7).normalized(),0.9)));
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@@ -407,7 +407,7 @@ public:
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RID cylinder_material = vs->fixed_material_create();
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vs->fixed_material_set_param( cylinder_material, VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.8,0.2,0.9));
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_ONTOP,true);
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
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//vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_WIREFRAME,true);
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_DOUBLE_SIDED,true);
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vs->material_set_flag( cylinder_material, VisualServer::MATERIAL_FLAG_UNSHADED,true);
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@@ -429,7 +429,7 @@ public:
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light = vs->instance_create2( lightaux );
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*/
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_shadow( lightaux, true );
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RID light = vs->instance_create2( lightaux,scenario );
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@@ -87,7 +87,7 @@ public:
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light = vs->instance_create2( lightaux );
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*/
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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light = vs->instance_create2( lightaux, scenario );
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ofs=0;
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@@ -185,7 +185,7 @@ public:
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//*
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lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,1.0) );
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//vs->light_set_shadow( lightaux, true );
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light = vs->instance_create2( lightaux, scenario );
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@@ -198,7 +198,7 @@ public:
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//*
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lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,0.0) );
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vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_RADIUS, 4 );
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vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );
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@@ -264,13 +264,15 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
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}
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static void recreate_code(void *p_str,SL::ProgramNode *p_program) {
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static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
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print_line("recr");
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String *str=(String*)p_str;
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*str=dump_node_code(p_program,0);
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return OK;
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}
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