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https://github.com/Redot-Engine/redot-engine.git
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Deref Godot: scene/
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@@ -85,7 +85,7 @@ XRBodyModifier3D::BoneUpdate XRBodyModifier3D::get_bone_update() const {
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}
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void XRBodyModifier3D::_get_joint_data() {
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// Table of Godot Humanoid bone names.
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// Table of Redot Humanoid bone names.
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static const String bone_names[XRBodyTracker::JOINT_MAX] = {
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"Root", // XRBodyTracker::JOINT_ROOT
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@@ -5,7 +5,7 @@ Import("env")
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env.scene_sources = []
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# Godot source files
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# Redot source files
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env.add_source_files(env.scene_sources, "*.cpp")
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# Chain load SCsubs
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@@ -11,7 +11,7 @@ env_thirdparty = env.Clone()
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env_thirdparty.disable_warnings()
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env.scene_sources += thirdparty_obj
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# Godot source files
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# Redot source files
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scene_obj = []
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@@ -384,7 +384,7 @@ void GraphEdit::_update_scroll_offset() {
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set_block_minimum_size_adjust(false);
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awaiting_scroll_offset_update = false;
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// In Godot, signals on value change are avoided by convention.
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// In Redot, signals on value change are avoided by convention.
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if (!setting_scroll_offset) {
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emit_signal(SNAME("scroll_offset_changed"), get_scroll_offset());
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}
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@@ -414,7 +414,7 @@ public:
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NOTIFICATION_POST_ENTER_TREE = 27,
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NOTIFICATION_DISABLED = 28,
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NOTIFICATION_ENABLED = 29,
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NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // A GodotSpace Odyssey.
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NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // I cannot do that Redot.
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// Keep these linked to Node.
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NOTIFICATION_WM_MOUSE_ENTER = 1002,
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NOTIFICATION_WM_MOUSE_EXIT = 1003,
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@@ -38,7 +38,7 @@ bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const V
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String path = p_path;
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#ifdef TOOLS_ENABLED
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// Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor.
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// Exposes a way to fetch the PhysicalBone2D nodes from the Redot editor.
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if (is_setup) {
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if (Engine::get_singleton()->is_editor_hint()) {
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if (path.begins_with("fetch_bones")) {
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@@ -14,7 +14,7 @@ env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.scene_sources += thirdparty_obj
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# Godot source files
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# Redot source files
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scene_obj = []
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@@ -1015,7 +1015,7 @@ void ParticleProcessMaterial::_update_shader() {
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code += "\n";
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code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
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// Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions.
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// Redot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Redot will generate the screen space SDF for collisions.
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// We don't need it as long as collision is disabled. Refer to GH-83744 for more info.
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if (collision_mode == COLLISION_RIGID) {
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code += " if (!COLLIDED) {\n";
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@@ -1155,7 +1155,7 @@ void SurfaceTool::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, cons
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if (vtx != nullptr) {
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vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
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vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
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vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Redot
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}
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}
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@@ -95,7 +95,7 @@ static Ref<ImageTexture> generate_icon(int p_index) {
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ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in default theme.");
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#else
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// If the SVG module is disabled, we can't really display the UI well, but at least we won't crash.
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// 16 pixels is used as it's the most common base size for Godot icons.
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// 16 pixels is used as it's the most common base size for Redot icons.
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img = Image::create_empty(Math::round(16 * scale), Math::round(16 * scale), false, Image::FORMAT_RGBA8);
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#endif
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