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authorJuan Linietsky <reduzio@gmail.com>2015-03-02 00:54:10 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-03-02 00:54:43 -0300
commita1f715a4da71fbc2b7d6fad68624bf8b22c6da17 (patch)
tree5cd305c8f8858504f0b5efb804b2c291b1dc5089 /scene/scene_string_names.cpp
parent0e732637d07d908daf64526f222e71fea402f3db (diff)
downloadredot-engine-a1f715a4da71fbc2b7d6fad68624bf8b22c6da17.tar.gz
support for 2D shadow casters
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
Diffstat (limited to 'scene/scene_string_names.cpp')
-rw-r--r--scene/scene_string_names.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp
index af5e6d4165..c30ff0044e 100644
--- a/scene/scene_string_names.cpp
+++ b/scene/scene_string_names.cpp
@@ -41,6 +41,7 @@ SceneStringNames::SceneStringNames() {
visibility_changed=StaticCString::create("visibility_changed");
input_event=StaticCString::create("input_event");
shader_shader=StaticCString::create("shader/shader");
+ shader_unshaded=StaticCString::create("shader/unshaded");
enter_tree=StaticCString::create("enter_tree");
exit_tree=StaticCString::create("exit_tree");
item_rect_changed=StaticCString::create("item_rect_changed");