Deref Godot: scene/

This commit is contained in:
Dubhghlas McLaughlin
2024-10-09 14:53:56 -05:00
parent db979734c0
commit 476c4b47cd
10 changed files with 10 additions and 10 deletions

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@@ -85,7 +85,7 @@ XRBodyModifier3D::BoneUpdate XRBodyModifier3D::get_bone_update() const {
} }
void XRBodyModifier3D::_get_joint_data() { void XRBodyModifier3D::_get_joint_data() {
// Table of Godot Humanoid bone names. // Table of Redot Humanoid bone names.
static const String bone_names[XRBodyTracker::JOINT_MAX] = { static const String bone_names[XRBodyTracker::JOINT_MAX] = {
"Root", // XRBodyTracker::JOINT_ROOT "Root", // XRBodyTracker::JOINT_ROOT

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@@ -5,7 +5,7 @@ Import("env")
env.scene_sources = [] env.scene_sources = []
# Godot source files # Redot source files
env.add_source_files(env.scene_sources, "*.cpp") env.add_source_files(env.scene_sources, "*.cpp")
# Chain load SCsubs # Chain load SCsubs

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@@ -11,7 +11,7 @@ env_thirdparty = env.Clone()
env_thirdparty.disable_warnings() env_thirdparty.disable_warnings()
env.scene_sources += thirdparty_obj env.scene_sources += thirdparty_obj
# Godot source files # Redot source files
scene_obj = [] scene_obj = []

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@@ -384,7 +384,7 @@ void GraphEdit::_update_scroll_offset() {
set_block_minimum_size_adjust(false); set_block_minimum_size_adjust(false);
awaiting_scroll_offset_update = false; awaiting_scroll_offset_update = false;
// In Godot, signals on value change are avoided by convention. // In Redot, signals on value change are avoided by convention.
if (!setting_scroll_offset) { if (!setting_scroll_offset) {
emit_signal(SNAME("scroll_offset_changed"), get_scroll_offset()); emit_signal(SNAME("scroll_offset_changed"), get_scroll_offset());
} }

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@@ -414,7 +414,7 @@ public:
NOTIFICATION_POST_ENTER_TREE = 27, NOTIFICATION_POST_ENTER_TREE = 27,
NOTIFICATION_DISABLED = 28, NOTIFICATION_DISABLED = 28,
NOTIFICATION_ENABLED = 29, NOTIFICATION_ENABLED = 29,
NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // A GodotSpace Odyssey. NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // I cannot do that Redot.
// Keep these linked to Node. // Keep these linked to Node.
NOTIFICATION_WM_MOUSE_ENTER = 1002, NOTIFICATION_WM_MOUSE_ENTER = 1002,
NOTIFICATION_WM_MOUSE_EXIT = 1003, NOTIFICATION_WM_MOUSE_EXIT = 1003,

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@@ -38,7 +38,7 @@ bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const V
String path = p_path; String path = p_path;
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED
// Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor. // Exposes a way to fetch the PhysicalBone2D nodes from the Redot editor.
if (is_setup) { if (is_setup) {
if (Engine::get_singleton()->is_editor_hint()) { if (Engine::get_singleton()->is_editor_hint()) {
if (path.begins_with("fetch_bones")) { if (path.begins_with("fetch_bones")) {

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@@ -14,7 +14,7 @@ env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.scene_sources += thirdparty_obj env.scene_sources += thirdparty_obj
# Godot source files # Redot source files
scene_obj = [] scene_obj = []

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@@ -1015,7 +1015,7 @@ void ParticleProcessMaterial::_update_shader() {
code += "\n"; code += "\n";
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n"; code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
// 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. // 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.
// We don't need it as long as collision is disabled. Refer to GH-83744 for more info. // We don't need it as long as collision is disabled. Refer to GH-83744 for more info.
if (collision_mode == COLLISION_RIGID) { if (collision_mode == COLLISION_RIGID) {
code += " if (!COLLIDED) {\n"; code += " if (!COLLIDED) {\n";

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@@ -1155,7 +1155,7 @@ void SurfaceTool::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, cons
if (vtx != nullptr) { if (vtx != nullptr) {
vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot 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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@@ -95,7 +95,7 @@ static Ref<ImageTexture> generate_icon(int p_index) {
ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in default theme."); ERR_FAIL_COND_V_MSG(err != OK, Ref<ImageTexture>(), "Failed generating icon, unsupported or invalid SVG data in default theme.");
#else #else
// If the SVG module is disabled, we can't really display the UI well, but at least we won't crash. // If the SVG module is disabled, we can't really display the UI well, but at least we won't crash.
// 16 pixels is used as it's the most common base size for Godot icons. // 16 pixels is used as it's the most common base size for Redot icons.
img = Image::create_empty(Math::round(16 * scale), Math::round(16 * scale), false, Image::FORMAT_RGBA8); img = Image::create_empty(Math::round(16 * scale), Math::round(16 * scale), false, Image::FORMAT_RGBA8);
#endif #endif