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

@ -142,9 +142,10 @@ public:
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode)=0;
virtual ShaderMode shader_get_mode(RID p_shader) const=0;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0)=0;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light, int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
virtual String shader_get_fragment_code(RID p_shader) const=0;
virtual String shader_get_vertex_code(RID p_shader) const=0;
virtual String shader_get_light_code(RID p_shader) const=0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
@ -164,39 +165,22 @@ public:
MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object
MATERIAL_FLAG_UNSHADED,
MATERIAL_FLAG_ONTOP,
MATERIAL_FLAG_WIREFRAME,
MATERIAL_FLAG_BILLBOARD,
MATERIAL_FLAG_LIGHTMAP_ON_UV2,
MATERIAL_FLAG_MAX,
};
virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled)=0;
virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const=0;
enum MaterialShadeModel {
MATERIAL_SHADE_MODEL_LAMBERT,
MATERIAL_SHADE_MODEL_LAMBERT_WRAP,
MATERIAL_SHADE_MODEL_TOON
enum MaterialDepthDrawMode {
MATERIAL_DEPTH_DRAW_ALWAYS,
MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
MATERIAL_DEPTH_DRAW_NEVER
};
/* FIXED MATERIAL */
virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model)=0;
virtual MaterialShadeModel material_get_shade_model(RID p_material) const=0;
enum MaterialHint {
MATERIAL_HINT_DECAL,
MATERIAL_HINT_OPAQUE_PRE_PASS,
MATERIAL_HINT_NO_SHADOW,
MATERIAL_HINT_NO_DEPTH_DRAW,
MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA,
MATERIAL_HINT_MAX
};
virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled)=0;
virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const=0;
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode)=0;
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
enum MaterialBlendMode {
MATERIAL_BLEND_MODE_MIX, //default
@ -258,8 +242,19 @@ public:
virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture)=0;
virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const=0;
virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode)=0;
virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const=0;
enum FixedMaterialLightShader {
FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
FIXED_MATERIAL_LIGHT_SHADER_WRAP,
FIXED_MATERIAL_LIGHT_SHADER_VELVET,
FIXED_MATERIAL_LIGHT_SHADER_TOON,
};
virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader)=0;
virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const=0;
virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode)=0;
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const=0;
@ -464,9 +459,7 @@ public:
LIGHT_SPOT
};
enum LightColor {
LIGHT_COLOR_AMBIENT,
enum LightColor {
LIGHT_COLOR_DIFFUSE,
LIGHT_COLOR_SPECULAR
};
@ -724,6 +717,7 @@ public:
virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const=0;
enum EnvironmentFx {
ENV_FX_AMBIENT_LIGHT,
ENV_FX_FXAA,
ENV_FX_GLOW,
ENV_FX_DOF_BLUR,
@ -745,7 +739,16 @@ public:
ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT,
};
enum EnvironmentFxHDRToneMapper {
ENV_FX_HDR_TONE_MAPPER_LINEAR,
ENV_FX_HDR_TONE_MAPPER_LOG,
ENV_FX_HDR_TONE_MAPPER_REINHARDT,
ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
};
enum EnvironmentFxParam {
ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
ENV_FX_PARAM_GLOW_BLUR_PASSES,
ENV_FX_PARAM_GLOW_BLUR_SCALE,
ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
@ -755,8 +758,9 @@ public:
ENV_FX_PARAM_DOF_BLUR_PASSES,
ENV_FX_PARAM_DOF_BLUR_BEGIN,
ENV_FX_PARAM_DOF_BLUR_RANGE,
ENV_FX_PARAM_HDR_TONEMAPPER,
ENV_FX_PARAM_HDR_EXPOSURE,
ENV_FX_PARAM_HDR_SCALAR,
ENV_FX_PARAM_HDR_WHITE,
ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
ENV_FX_PARAM_HDR_GLOW_SCALE,
ENV_FX_PARAM_HDR_MIN_LUMINANCE,