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-rw-r--r--.github/CODEOWNERS1
-rw-r--r--doc/classes/AudioStreamPlayer.xml1
-rw-r--r--doc/classes/Engine.xml16
-rw-r--r--doc/classes/SubViewportContainer.xml4
-rw-r--r--drivers/gles3/shaders/scene.glsl22
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp3
-rw-r--r--methods.py101
-rw-r--r--modules/SCsub5
-rw-r--r--modules/gdscript/gdscript_byte_codegen.cpp21
-rw-r--r--modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd3
-rw-r--r--modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out6
-rw-r--r--modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd3
-rw-r--r--modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out6
-rw-r--r--scene/gui/subviewport_container.cpp12
-rw-r--r--scene/gui/subviewport_container.h5
-rw-r--r--scene/main/viewport.cpp8
-rw-r--r--scene/resources/visual_shader.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl10
-rw-r--r--servers/rendering/rendering_device_graph.cpp2
-rw-r--r--servers/rendering/shader_types.cpp1
22 files changed, 137 insertions, 106 deletions
diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS
index 6c8a8ef919..713c982123 100644
--- a/.github/CODEOWNERS
+++ b/.github/CODEOWNERS
@@ -121,6 +121,7 @@
/modules/mbedtls/tests/ @godotengine/network @godotengine/tests
/modules/multiplayer/ @godotengine/network
/modules/multiplayer/doc_classes/ @godotengine/network @godotengine/documentation
+/modules/multiplayer/tests/ @godotengine/network @godotengine/tests
/modules/upnp/ @godotengine/network
/modules/upnp/doc_classes/ @godotengine/network @godotengine/documentation
/modules/webrtc/ @godotengine/network
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index 93680de21e..900318e4f4 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -22,6 +22,7 @@
<description>
Returns the position in the [AudioStream] of the latest sound, in seconds. Returns [code]0.0[/code] if no sounds are playing.
[b]Note:[/b] The position is not always accurate, as the [AudioServer] does not mix audio every processed frame. To get more accurate results, add [method AudioServer.get_time_since_last_mix] to the returned position.
+ [b]Note:[/b] This method always returns [code]0.0[/code] if the [member stream] is an [AudioStreamInteractive], since it can have multiple clips playing at once.
</description>
</method>
<method name="get_stream_playback">
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index bba5157053..3ae3753930 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -13,21 +13,7 @@
<return type="String" />
<description>
Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code].
- To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name:
- [codeblocks]
- [gdscript]
- if "64" in Engine.get_architecture_name():
- print("Running a 64-bit build of Godot.")
- else:
- print("Running a 32-bit build of Godot.")
- [/gdscript]
- [csharp]
- if (Engine.GetArchitectureName().Contains("64"))
- GD.Print("Running a 64-bit build of Godot.");
- else
- GD.Print("Running a 32-bit build of Godot.");
- [/csharp]
- [/codeblocks]
+ To detect whether the current build is 64-bit, or the type of architecture, don't use the architecture name. Instead, use [method OS.has_feature] to check for the [code]"64"[/code] feature tag, or tags such as [code]"x86"[/code] or [code]"arm"[/code]. See the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code].
</description>
</method>
diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml
index b7d097cc91..310f235abf 100644
--- a/doc/classes/SubViewportContainer.xml
+++ b/doc/classes/SubViewportContainer.xml
@@ -20,6 +20,10 @@
</method>
</methods>
<members>
+ <member name="consume_drag_and_drop" type="bool" setter="set_consume_drag_and_drop" getter="is_consume_drag_and_drop_enabled" default="false">
+ If [code]false[/code], the [SubViewportContainer] is not available as a drop target in drag-and-drop operations, and instead the [Control] nodes inside its [Viewport] children are potential drop targets.
+ If [code]true[/code], the [SubViewportContainer] itself will be considered as a drop target in drag-and-drop operations, preventing the [Control] nodes inside its [Viewport] children from becoming drop targets.
+ </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="1" />
<member name="stretch" type="bool" setter="set_stretch" getter="is_stretch_enabled" default="false">
If [code]true[/code], the sub-viewport will be automatically resized to the control's size.
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index fcfbeddb9e..2022c8ee43 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1259,7 +1259,7 @@ float SchlickFresnel(float u) {
return m2 * m2 * m; // pow(m,5)
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -1423,7 +1423,7 @@ float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
}
#if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -1450,7 +1450,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
omni_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1469,7 +1469,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
#endif // !DISABLE_LIGHT_OMNI
#if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -1506,7 +1506,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
spot_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2114,7 +2114,7 @@ void main() {
continue;
}
#endif
- light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
+ light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2143,7 +2143,7 @@ void main() {
continue;
}
#endif
- light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
+ light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2171,7 +2171,7 @@ void main() {
continue;
}
#endif
- light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
+ light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2389,7 +2389,7 @@ void main() {
#endif // SHADOWS_DISABLED
#ifndef USE_VERTEX_LIGHTING
- light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha,
+ light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2421,7 +2421,7 @@ void main() {
#endif // SHADOWS_DISABLED
#ifndef USE_VERTEX_LIGHTING
- light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha,
+ light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2451,7 +2451,7 @@ void main() {
#endif // SHADOWS_DISABLED
#ifndef USE_VERTEX_LIGHTING
- light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha,
+ light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 8249596045..987002f472 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -7026,7 +7026,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
@@ -7044,6 +7044,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
diff --git a/methods.py b/methods.py
index da6b3419cd..203f0dd8a5 100644
--- a/methods.py
+++ b/methods.py
@@ -1017,6 +1017,30 @@ def generate_vs_project(env, original_args, project_name="godot"):
return v[0] if len(v) == 1 else f"{v[0]}={v[1]}"
return v
+ def get_dependencies(file, env, exts, headers, sources, others):
+ for child in file.children():
+ if isinstance(child, str):
+ child = env.File(x)
+ fname = ""
+ try:
+ fname = child.path
+ except AttributeError:
+ # It's not a file.
+ pass
+
+ if fname:
+ parts = os.path.splitext(fname)
+ if len(parts) > 1:
+ ext = parts[1].lower()
+ if ext in exts["sources"]:
+ sources += [fname]
+ elif ext in exts["headers"]:
+ headers += [fname]
+ elif ext in exts["others"]:
+ others += [fname]
+
+ get_dependencies(child, env, exts, headers, sources, others)
+
filtered_args = original_args.copy()
# Ignore the "vsproj" option to not regenerate the VS project on every build
@@ -1078,26 +1102,28 @@ def generate_vs_project(env, original_args, project_name="godot"):
sys.path.remove(tmppath)
sys.modules.pop("msvs")
+ extensions = {}
+ extensions["headers"] = [".h", ".hh", ".hpp", ".hxx", ".inc"]
+ extensions["sources"] = [".c", ".cc", ".cpp", ".cxx", ".m", ".mm", ".java"]
+ extensions["others"] = [".natvis", ".glsl", ".rc"]
+
headers = []
headers_dirs = []
- for file in glob_recursive_2("*.h", headers_dirs):
- headers.append(str(file).replace("/", "\\"))
- for file in glob_recursive_2("*.hpp", headers_dirs):
- headers.append(str(file).replace("/", "\\"))
+ for ext in extensions["headers"]:
+ for file in glob_recursive_2("*" + ext, headers_dirs):
+ headers.append(str(file).replace("/", "\\"))
sources = []
sources_dirs = []
- for file in glob_recursive_2("*.cpp", sources_dirs):
- sources.append(str(file).replace("/", "\\"))
- for file in glob_recursive_2("*.c", sources_dirs):
- sources.append(str(file).replace("/", "\\"))
+ for ext in extensions["sources"]:
+ for file in glob_recursive_2("*" + ext, sources_dirs):
+ sources.append(str(file).replace("/", "\\"))
others = []
others_dirs = []
- for file in glob_recursive_2("*.natvis", others_dirs):
- others.append(str(file).replace("/", "\\"))
- for file in glob_recursive_2("*.glsl", others_dirs):
- others.append(str(file).replace("/", "\\"))
+ for ext in extensions["others"]:
+ for file in glob_recursive_2("*" + ext, others_dirs):
+ others.append(str(file).replace("/", "\\"))
skip_filters = False
import hashlib
@@ -1161,58 +1187,13 @@ def generate_vs_project(env, original_args, project_name="godot"):
with open(f"{project_name}.vcxproj.filters", "w", encoding="utf-8", newline="\r\n") as f:
f.write(filters_template)
- envsources = []
-
- envsources += env.core_sources
- envsources += env.drivers_sources
- envsources += env.main_sources
- envsources += env.modules_sources
- envsources += env.scene_sources
- envsources += env.servers_sources
- if env.editor_build:
- envsources += env.editor_sources
- envsources += env.platform_sources
-
headers_active = []
sources_active = []
others_active = []
- for x in envsources:
- fname = ""
- if isinstance(x, str):
- fname = env.File(x).path
- else:
- # Some object files might get added directly as a File object and not a list.
- try:
- fname = env.File(x)[0].path
- except Exception:
- fname = x.path
- pass
- if fname:
- fname = fname.replace("\\\\", "/")
- parts = os.path.splitext(fname)
- basename = parts[0]
- ext = parts[1]
- idx = fname.find(env["OBJSUFFIX"])
- if ext in [".h", ".hpp"]:
- headers_active += [fname]
- elif ext in [".c", ".cpp"]:
- sources_active += [fname]
- elif idx > 0:
- basename = fname[:idx]
- if os.path.isfile(basename + ".h"):
- headers_active += [basename + ".h"]
- elif os.path.isfile(basename + ".hpp"):
- headers_active += [basename + ".hpp"]
- elif basename.endswith(".gen") and os.path.isfile(basename[:-4] + ".h"):
- headers_active += [basename[:-4] + ".h"]
- if os.path.isfile(basename + ".c"):
- sources_active += [basename + ".c"]
- elif os.path.isfile(basename + ".cpp"):
- sources_active += [basename + ".cpp"]
- else:
- fname = os.path.relpath(os.path.abspath(fname), env.Dir("").abspath)
- others_active += [fname]
+ get_dependencies(
+ env.File(f"#bin/godot{env['PROGSUFFIX']}"), env, extensions, headers_active, sources_active, others_active
+ )
all_items = []
properties = []
diff --git a/modules/SCsub b/modules/SCsub
index fea2f2eeb8..09944241ea 100644
--- a/modules/SCsub
+++ b/modules/SCsub
@@ -63,7 +63,6 @@ register_module_types = env.CommandNoCache(
)
-vs_sources = []
test_headers = []
# libmodule_<name>.a for each active module.
for name, path in env.module_list.items():
@@ -75,8 +74,6 @@ for name, path in env.module_list.items():
lib = env_modules.add_library("module_%s" % name, env.modules_sources)
env.Prepend(LIBS=[lib])
- if env["vsproj"]:
- vs_sources += env.modules_sources
if env["tests"]:
# Lookup potential headers in `tests` subfolder.
@@ -104,5 +101,3 @@ env.modules_sources = []
env_modules.add_source_files(env.modules_sources, register_module_types)
lib = env_modules.add_library("modules", env.modules_sources)
env.Prepend(LIBS=[lib])
-if env["vsproj"]:
- env.modules_sources += vs_sources
diff --git a/modules/gdscript/gdscript_byte_codegen.cpp b/modules/gdscript/gdscript_byte_codegen.cpp
index b77c641eb5..fb4d27caab 100644
--- a/modules/gdscript/gdscript_byte_codegen.cpp
+++ b/modules/gdscript/gdscript_byte_codegen.cpp
@@ -585,8 +585,25 @@ void GDScriptByteCodeGenerator::write_unary_operator(const Address &p_target, Va
}
void GDScriptByteCodeGenerator::write_binary_operator(const Address &p_target, Variant::Operator p_operator, const Address &p_left_operand, const Address &p_right_operand) {
- // Avoid validated evaluator for modulo and division when operands are int, since there's no check for division by zero.
- if (HAS_BUILTIN_TYPE(p_left_operand) && HAS_BUILTIN_TYPE(p_right_operand) && ((p_operator != Variant::OP_DIVIDE && p_operator != Variant::OP_MODULE) || p_left_operand.type.builtin_type != Variant::INT || p_right_operand.type.builtin_type != Variant::INT)) {
+ bool valid = HAS_BUILTIN_TYPE(p_left_operand) && HAS_BUILTIN_TYPE(p_right_operand);
+
+ // Avoid validated evaluator for modulo and division when operands are int or integer vector, since there's no check for division by zero.
+ if (valid && (p_operator == Variant::OP_DIVIDE || p_operator == Variant::OP_MODULE)) {
+ switch (p_left_operand.type.builtin_type) {
+ case Variant::INT:
+ valid = p_right_operand.type.builtin_type != Variant::INT;
+ break;
+ case Variant::VECTOR2I:
+ case Variant::VECTOR3I:
+ case Variant::VECTOR4I:
+ valid = p_right_operand.type.builtin_type != Variant::INT && p_right_operand.type.builtin_type != p_left_operand.type.builtin_type;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (valid) {
if (p_target.mode == Address::TEMPORARY) {
Variant::Type result_type = Variant::get_operator_return_type(p_operator, p_left_operand.type.builtin_type, p_right_operand.type.builtin_type);
Variant::Type temp_type = temporaries[p_target.address].type;
diff --git a/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd
new file mode 100644
index 0000000000..ace5397f40
--- /dev/null
+++ b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd
@@ -0,0 +1,3 @@
+func test():
+ var integer: int = 1
+ integer /= 0
diff --git a/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out
new file mode 100644
index 0000000000..6a9d11cd77
--- /dev/null
+++ b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out
@@ -0,0 +1,6 @@
+GDTEST_RUNTIME_ERROR
+>> SCRIPT ERROR
+>> on function: test()
+>> runtime/errors/division_by_zero.gd
+>> 3
+>> Division by zero error in operator '/'.
diff --git a/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd
new file mode 100644
index 0000000000..99792e4e32
--- /dev/null
+++ b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd
@@ -0,0 +1,3 @@
+func test():
+ var integer: int = 1
+ integer %= 0
diff --git a/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out
new file mode 100644
index 0000000000..79c512888f
--- /dev/null
+++ b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out
@@ -0,0 +1,6 @@
+GDTEST_RUNTIME_ERROR
+>> SCRIPT ERROR
+>> on function: test()
+>> runtime/errors/modulo_by_zero.gd
+>> 3
+>> Modulo by zero error in operator '%'.
diff --git a/scene/gui/subviewport_container.cpp b/scene/gui/subviewport_container.cpp
index a443ae9abf..775db65c3f 100644
--- a/scene/gui/subviewport_container.cpp
+++ b/scene/gui/subviewport_container.cpp
@@ -246,6 +246,14 @@ bool SubViewportContainer::_is_propagated_in_gui_input(const Ref<InputEvent> &p_
return false;
}
+void SubViewportContainer::set_consume_drag_and_drop(bool p_enable) {
+ consume_drag_and_drop = p_enable;
+}
+
+bool SubViewportContainer::is_consume_drag_and_drop_enabled() {
+ return consume_drag_and_drop;
+}
+
void SubViewportContainer::add_child_notify(Node *p_child) {
if (Object::cast_to<SubViewport>(p_child)) {
queue_redraw();
@@ -286,8 +294,12 @@ void SubViewportContainer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stretch_shrink", "amount"), &SubViewportContainer::set_stretch_shrink);
ClassDB::bind_method(D_METHOD("get_stretch_shrink"), &SubViewportContainer::get_stretch_shrink);
+ ClassDB::bind_method(D_METHOD("set_consume_drag_and_drop", "amount"), &SubViewportContainer::set_consume_drag_and_drop);
+ ClassDB::bind_method(D_METHOD("is_consume_drag_and_drop_enabled"), &SubViewportContainer::is_consume_drag_and_drop_enabled);
+
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stretch"), "set_stretch", "is_stretch_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "stretch_shrink", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), "set_stretch_shrink", "get_stretch_shrink");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "consume_drag_and_drop"), "set_consume_drag_and_drop", "is_consume_drag_and_drop_enabled");
GDVIRTUAL_BIND(_propagate_input_event, "event");
}
diff --git a/scene/gui/subviewport_container.h b/scene/gui/subviewport_container.h
index 06420de730..7230615771 100644
--- a/scene/gui/subviewport_container.h
+++ b/scene/gui/subviewport_container.h
@@ -38,6 +38,8 @@ class SubViewportContainer : public Container {
bool stretch = false;
int shrink = 1;
+ bool consume_drag_and_drop = false;
+
void _notify_viewports(int p_notification);
bool _is_propagated_in_gui_input(const Ref<InputEvent> &p_event);
void _send_event_to_viewports(const Ref<InputEvent> &p_event);
@@ -63,6 +65,9 @@ public:
int get_stretch_shrink() const;
void recalc_force_viewport_sizes();
+ void set_consume_drag_and_drop(bool p_enable);
+ bool is_consume_drag_and_drop_enabled();
+
virtual Size2 get_minimum_size() const override;
virtual Vector<int> get_allowed_size_flags_horizontal() const override;
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index b66cfb516a..a0f39462a0 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -3060,6 +3060,14 @@ void Viewport::_update_mouse_over(Vector2 p_pos) {
}
v->_update_mouse_over(v->get_final_transform().affine_inverse().xform(pos));
}
+
+ Viewport *section_root = get_section_root_viewport();
+ if (section_root && c->is_consume_drag_and_drop_enabled()) {
+ // Evaluating `consume_drag_and_drop` and adjusting target_control needs to happen
+ // after `_update_mouse_over` in the SubViewports, because otherwise physics picking
+ // would not work inside SubViewports.
+ section_root->gui.target_control = over;
+ }
}
}
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 847867fa4d..7c1adeac96 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -3167,6 +3167,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 81d3d87a22..1e1b6d8937 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -2299,7 +2299,7 @@ void fragment_shader(in SceneData scene_data) {
#else
directional_lights.data[i].color * directional_lights.data[i].energy * tint,
#endif
- true, shadow, f0, orms, 1.0, albedo, alpha,
+ true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2373,7 +2373,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2445,7 +2445,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index da8ad3db15..0cb34557ea 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1591,7 +1591,7 @@ void main() {
light_compute(normal, directional_lights.data[i].direction, view, size_A,
directional_lights.data[i].color * directional_lights.data[i].energy * tint,
- true, shadow, f0, orms, 1.0, albedo, alpha,
+ true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1628,7 +1628,7 @@ void main() {
shadow = blur_shadow(shadow);
// Fragment lighting
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1661,7 +1661,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index a1a185d0fd..1e8fc7eab4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -39,7 +39,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -547,7 +547,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal, float taa_fr
return 1.0;
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -675,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -793,7 +793,7 @@ vec2 normal_to_panorama(vec3 n) {
return panorama_coords;
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -884,7 +884,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
diff --git a/servers/rendering/rendering_device_graph.cpp b/servers/rendering/rendering_device_graph.cpp
index c8ad0e2722..ebfe328393 100644
--- a/servers/rendering/rendering_device_graph.cpp
+++ b/servers/rendering/rendering_device_graph.cpp
@@ -527,7 +527,7 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr
// The index is just the latest command index that wrote to the resource.
if (search_tracker->write_command_or_list_index == p_command_index) {
ERR_FAIL_MSG("Command can't have itself as a dependency.");
- } else if (_check_command_intersection(resource_tracker, search_tracker->write_command_or_list_index, p_command_index)) {
+ } else {
_add_adjacent_command(search_tracker->write_command_or_list_index, p_command_index, r_command);
}
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 821009f07c..4b71007ebf 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -201,6 +201,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;