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

@ -151,6 +151,7 @@ RID RasterizerDummy::shader_create(VS::ShaderMode p_mode) {
shader->mode=p_mode;
shader->fragment_line=0;
shader->vertex_line=0;
shader->light_line=0;
RID rid = shader_owner.make_rid(shader);
return rid;
@ -174,16 +175,17 @@ VS::ShaderMode RasterizerDummy::shader_get_mode(RID p_shader) const {
return shader->mode;
}
void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->fragment_code=p_fragment;
shader->vertex_code=p_vertex;
shader->light_code=p_light;
shader->fragment_line=p_fragment_ofs;
shader->vertex_line=p_vertex_ofs;
shader->light_line=p_vertex_ofs;
}
@ -204,6 +206,14 @@ String RasterizerDummy::shader_get_fragment_code(RID p_shader) const {
}
String RasterizerDummy::shader_get_light_code(RID p_shader) const {
Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader,String());
return shader->light_code;
}
void RasterizerDummy::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
Shader *shader=shader_owner.get(p_shader);
@ -274,39 +284,21 @@ bool RasterizerDummy::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
}
void RasterizerDummy::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
void RasterizerDummy::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
material->hints[p_hint]=p_enabled;
material->depth_draw_mode=p_mode;
}
bool RasterizerDummy::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
VS::MaterialDepthDrawMode RasterizerDummy::material_get_depth_draw_mode(RID p_material) const{
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material,false);
ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
return material->hints[p_hint];
ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
return material->depth_draw_mode;
}
void RasterizerDummy::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
material->shade_model=p_model;
};
VS::MaterialShadeModel RasterizerDummy::material_get_shade_model(RID p_material) const {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
return material->shade_model;
};
void RasterizerDummy::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {