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author | Juan Linietsky <reduzio@gmail.com> | 2014-06-27 23:21:45 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-27 23:21:45 -0300 |
commit | 2af2a84a03fd707cfa4c682aff34d722343d8985 (patch) | |
tree | 50d064e8bba7d5efb5974e3fa3a67e076fb5ef8b /scene/3d/light.cpp | |
parent | 1cc96a4d7440d9e8a20f7dbf17cf5771170de83d (diff) | |
download | redot-engine-2af2a84a03fd707cfa4c682aff34d722343d8985.tar.gz |
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
Diffstat (limited to 'scene/3d/light.cpp')
-rw-r--r-- | scene/3d/light.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index b79fd8617f..25f3b3d3a5 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -165,7 +165,7 @@ RES Light::_get_gizmo_geometry() const { mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) ); mat_area->set_blend_mode( Material::BLEND_MODE_ADD ); mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true); - mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true); +// mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true); Ref<FixedMaterial> mat_light( memnew( FixedMaterial )); @@ -474,7 +474,6 @@ void Light::_bind_methods() { }*/ - ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/ambient"), _SCS("set_color"), _SCS("get_color"),COLOR_AMBIENT); ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"),COLOR_DIFFUSE); ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"),COLOR_SPECULAR); ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows")); @@ -495,7 +494,7 @@ void Light::_bind_methods() { BIND_CONSTANT( PARAM_SHADOW_DARKENING ); BIND_CONSTANT( PARAM_SHADOW_Z_OFFSET ); - BIND_CONSTANT( COLOR_AMBIENT ); + BIND_CONSTANT( COLOR_DIFFUSE ); BIND_CONSTANT( COLOR_SPECULAR ); @@ -518,7 +517,7 @@ Light::Light(VisualServer::LightType p_type) { set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60); set_parameter(PARAM_SHADOW_BLUR_PASSES,1); - set_color( COLOR_AMBIENT, Color(0,0,0)); + set_color( COLOR_DIFFUSE, Color(1,1,1)); set_color( COLOR_SPECULAR, Color(1,1,1)); |