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Updated indentations and whitespace usage as well as .import & .tscn files

the changes are made according to the official GDScript style guide
(http://docs.godotengine.org/en/latest/learning/scripting/gdscript/gdscript_styleguide.html).
The changes in the .tscn and .import files were done automatically by
Godot after opening the project with the latest master version.
Michele Valente 8 years ago
parent
commit
bba9227d33

+ 10 - 8
viewport/2d_in_3d/2D_in_3D.gd

@@ -1,12 +1,14 @@
 extends Spatial
 
 func _ready():
-  # Get the viewport and clear it
-  var viewport = get_node("Viewport")
-  viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
-  # Let two frames pass to make sure the vieport's is captured
-  yield(get_tree(), "idle_frame")
-  yield(get_tree(), "idle_frame")
-  # Retrieve the texture and set it to the viewport quad
-  get_node("Viewport_quad").material_override.albedo_texture = viewport.get_texture()
+	# Get the viewport and clear it
+	var viewport = get_node("Viewport")
+	viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
+	
+	# Let two frames pass to make sure the vieport's is captured
+	yield(get_tree(), "idle_frame")
+	yield(get_tree(), "idle_frame")
+	
+	# Retrieve the texture and set it to the viewport quad
+	get_node("Viewport_quad").material_override.albedo_texture = viewport.get_texture()
   

+ 64 - 51
viewport/2d_in_3d/2D_in_3D.tscn

@@ -23,11 +23,13 @@ func e():
 
 [sub_resource type="SpatialMaterial" id=3]
 
+render_priority = 0
 flags_transparent = false
 flags_unshaded = false
 flags_vertex_lighting = false
-flags_on_top = false
+flags_no_depth_test = false
 flags_use_point_size = false
+flags_world_triplanar = false
 flags_fixed_size = false
 vertex_color_use_as_albedo = false
 vertex_color_is_srgb = false
@@ -55,6 +57,7 @@ anisotropy_enabled = false
 ao_enabled = false
 depth_enabled = false
 subsurf_scatter_enabled = false
+transmission_enabled = false
 refraction_enabled = false
 detail_enabled = false
 uv1_scale = Vector3( 1, 1, 1 )
@@ -65,10 +68,13 @@ uv2_scale = Vector3( 1, 1, 1 )
 uv2_offset = Vector3( 0, 0, 0 )
 uv2_triplanar = false
 uv2_triplanar_sharpness = 1.0
+proximity_fade_enable = false
+proximity_fade_distance = 1.0
+distance_fade_enable = false
 script = SubResource( 2 )
 _sections_unfolded = [ "Roughness" ]
 
-[sub_resource type="ProceduralSky" id=9]
+[sub_resource type="ProceduralSky" id=4]
 
 radiance_size = 4
 sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
@@ -88,7 +94,7 @@ sun_curve = 0.05
 sun_energy = 16.0
 texture_size = 2
 
-[sub_resource type="GDScript" id=10]
+[sub_resource type="GDScript" id=5]
 
 script/source = "tool
 extends Object
@@ -96,11 +102,11 @@ func e():
 	return .4
 "
 
-[sub_resource type="Environment" id=11]
+[sub_resource type="Environment" id=6]
 
 background_mode = 2
-background_sky = SubResource( 9 )
-background_sky_scale = 1.0
+background_sky = SubResource( 4 )
+background_sky_custom_fov = 0.0
 background_color = Color( 0.445312, 0.445312, 0.445312, 1 )
 background_energy = 1.0
 background_canvas_max_layer = 0
@@ -172,23 +178,25 @@ adjustment_enabled = false
 adjustment_brightness = 1.0
 adjustment_contrast = 1.0
 adjustment_saturation = 1.0
-script = SubResource( 10 )
+script = SubResource( 5 )
 _sections_unfolded = [ "Ambient Light", "Background" ]
 
-[sub_resource type="CubeMesh" id=5]
+[sub_resource type="CubeMesh" id=7]
 
 size = Vector3( 2, 2, 2 )
 subdivide_width = 0
 subdivide_height = 0
 subdivide_depth = 0
 
-[sub_resource type="SpatialMaterial" id=6]
+[sub_resource type="SpatialMaterial" id=8]
 
+render_priority = 0
 flags_transparent = false
 flags_unshaded = false
 flags_vertex_lighting = false
-flags_on_top = false
+flags_no_depth_test = false
 flags_use_point_size = false
+flags_world_triplanar = false
 flags_fixed_size = false
 vertex_color_use_as_albedo = false
 vertex_color_is_srgb = false
@@ -216,6 +224,7 @@ anisotropy_enabled = false
 ao_enabled = false
 depth_enabled = false
 subsurf_scatter_enabled = false
+transmission_enabled = false
 refraction_enabled = false
 detail_enabled = false
 uv1_scale = Vector3( 1, 1, 1 )
@@ -226,9 +235,12 @@ uv2_scale = Vector3( 1, 1, 1 )
 uv2_offset = Vector3( 0, 0, 0 )
 uv2_triplanar = false
 uv2_triplanar_sharpness = 1.0
+proximity_fade_enable = false
+proximity_fade_distance = 1.0
+distance_fade_enable = false
 _sections_unfolded = [ "Albedo" ]
 
-[sub_resource type="GDScript" id=7]
+[sub_resource type="GDScript" id=9]
 
 script/source = "tool
 extends Object
@@ -236,7 +248,7 @@ func e():
 	return 1
 "
 
-[sub_resource type="GDScript" id=8]
+[sub_resource type="GDScript" id=10]
 
 script/source = "tool
 extends Object
@@ -244,7 +256,7 @@ func e():
 	return .7
 "
 
-[sub_resource type="GDScript" id=18]
+[sub_resource type="GDScript" id=11]
 
 script/source = "tool
 extends Object
@@ -252,21 +264,23 @@ func e():
 	return 0.1
 "
 
-[sub_resource type="CubeMesh" id=19]
+[sub_resource type="CubeMesh" id=12]
 
 size = Vector3( 1.1, 0.8, 0.1 )
 subdivide_width = 0
 subdivide_height = 0
 subdivide_depth = 0
-script = SubResource( 18 )
+script = SubResource( 11 )
 
-[sub_resource type="SpatialMaterial" id=20]
+[sub_resource type="SpatialMaterial" id=13]
 
+render_priority = 0
 flags_transparent = false
 flags_unshaded = false
 flags_vertex_lighting = false
-flags_on_top = false
+flags_no_depth_test = false
 flags_use_point_size = false
+flags_world_triplanar = false
 flags_fixed_size = false
 vertex_color_use_as_albedo = false
 vertex_color_is_srgb = false
@@ -294,6 +308,7 @@ anisotropy_enabled = false
 ao_enabled = false
 depth_enabled = false
 subsurf_scatter_enabled = false
+transmission_enabled = false
 refraction_enabled = false
 detail_enabled = false
 uv1_scale = Vector3( 1, 1, 1 )
@@ -304,6 +319,9 @@ uv2_scale = Vector3( 1, 1, 1 )
 uv2_offset = Vector3( 0, 0, 0 )
 uv2_triplanar = false
 uv2_triplanar_sharpness = 1.0
+proximity_fade_enable = false
+proximity_fade_distance = 1.0
+distance_fade_enable = false
 
 [node name="2D_in_3D" type="Spatial"]
 
@@ -331,7 +349,6 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
@@ -344,7 +361,7 @@ _sections_unfolded = [ "Geometry", "Transform", "material" ]
 
 [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
 
-environment = SubResource( 11 )
+environment = SubResource( 6 )
 
 [node name="Pillar" type="Spatial" parent="."]
 
@@ -359,16 +376,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 5 )
+mesh = SubResource( 7 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
-script = SubResource( 7 )
+material/0 = SubResource( 8 )
+script = SubResource( 9 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="Pillar_top" type="MeshInstance" parent="Pillar"]
@@ -378,16 +394,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 5 )
+mesh = SubResource( 7 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
-script = SubResource( 7 )
+material/0 = SubResource( 8 )
+script = SubResource( 9 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="Pillar_middle" type="MeshInstance" parent="Pillar"]
@@ -397,16 +412,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 5 )
+mesh = SubResource( 7 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
-script = SubResource( 8 )
+material/0 = SubResource( 8 )
+script = SubResource( 10 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="Pillar2" type="Spatial" parent="."]
@@ -422,16 +436,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 5 )
+mesh = SubResource( 7 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
-script = SubResource( 7 )
+material/0 = SubResource( 8 )
+script = SubResource( 9 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="Pillar_top" type="MeshInstance" parent="Pillar2"]
@@ -441,16 +454,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 5 )
+mesh = SubResource( 7 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
-script = SubResource( 7 )
+material/0 = SubResource( 8 )
+script = SubResource( 9 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="Pillar_middle" type="MeshInstance" parent="Pillar2"]
@@ -460,16 +472,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 5 )
+mesh = SubResource( 7 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
-script = SubResource( 8 )
+material/0 = SubResource( 8 )
+script = SubResource( 10 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="Pillar_back" type="MeshInstance" parent="."]
@@ -479,20 +490,19 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 19 )
+mesh = SubResource( 12 )
 skeleton = NodePath("..")
-material/0 = SubResource( 6 )
+material/0 = SubResource( 8 )
 _sections_unfolded = [ "Transform", "material" ]
 
 [node name="DirectionalLight" type="DirectionalLight" parent="."]
 
-transform = Transform( 0.844221, -0.229172, 0.484531, -0.202351, 0.700819, 0.684037, -0.496331, -0.675524, 0.545273, 9.02684, 0, 1.28613 )
+transform = Transform( 0.623013, -0.733525, 0.271654, 0.321394, 0.55667, 0.766044, -0.713134, -0.389948, 0.582563, 9.02684, 0, 1.28613 )
 layers = 1
 light_color = Color( 1, 1, 1, 1 )
 light_energy = 1.0
@@ -503,7 +513,7 @@ shadow_enabled = true
 shadow_color = Color( 0, 0, 0, 1 )
 shadow_bias = 0.1
 shadow_contact = 0.0
-shadow_max_distance = 200.0
+shadow_reverse_cull_face = false
 editor_only = false
 directional_shadow_mode = 2
 directional_shadow_split_1 = 0.1
@@ -511,16 +521,18 @@ directional_shadow_split_2 = 0.2
 directional_shadow_split_3 = 0.5
 directional_shadow_blend_splits = true
 directional_shadow_normal_bias = 0.2
+directional_shadow_bias_split_scale = 0.25
+directional_shadow_depth_range = 0
+directional_shadow_max_distance = 200.0
 _sections_unfolded = [ "Directional Shadow" ]
 
 [node name="Viewport_quad" type="MeshInstance" parent="."]
 
 transform = Transform( -2, 8.74228e-08, 0, 7.64274e-15, 4.37114e-08, 1.333, 1.74846e-07, 1, -5.82673e-08, 0, 1.20996, -5.25875 )
 layers = 1
-material_override = SubResource( 20 )
+material_override = SubResource( 13 )
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
@@ -544,12 +556,13 @@ disable_3d = false
 usage = 0
 debug_draw = 0
 render_target_v_flip = true
-render_target_clear_on_new_frame = true
+render_target_clear_mode = 0
 render_target_update_mode = 2
 audio_listener_enable_2d = false
 audio_listener_enable_3d = false
 physics_object_picking = false
 gui_disable_input = false
+gui_snap_controls_to_pixels = true
 shadow_atlas_size = 0
 shadow_atlas_quad_0 = 2
 shadow_atlas_quad_1 = 2

+ 1 - 0
viewport/2d_in_3d/ball.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 1 - 1
viewport/2d_in_3d/default_env.tres

@@ -24,7 +24,7 @@ texture_size = 2
 
 background_mode = 2
 background_sky = SubResource( 1 )
-background_sky_scale = 1.0
+background_sky_custom_fov = 0.0
 background_color = Color( 0, 0, 0, 1 )
 background_energy = 1.0
 background_canvas_max_layer = 0

+ 1 - 0
viewport/2d_in_3d/icon.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 1 - 0
viewport/2d_in_3d/left_pallete.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 9 - 10
viewport/2d_in_3d/pong.gd

@@ -14,11 +14,11 @@ const PAD_SPEED = 150
 func _process(delta):
 	# Get ball position and pad rectangles
 	var ball_pos = get_node("ball").get_position()
-	var left_rect = Rect2(get_node("left").get_position() - pad_size*0.5, pad_size)
-	var right_rect = Rect2(get_node("right").get_position() - pad_size*0.5, pad_size)
+	var left_rect = Rect2(get_node("left").get_position() - pad_size * 0.5, pad_size)
+	var right_rect = Rect2(get_node("right").get_position() - pad_size * 0.5, pad_size)
 	
 	# Integrate new ball postion
-	ball_pos += direction*ball_speed*delta
+	ball_pos += direction * ball_speed * delta
 	
 	# Flip when touching roof or floor
 	if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)):
@@ -28,12 +28,12 @@ func _process(delta):
 	if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
 		direction.x = -direction.x
 		ball_speed *= 1.1
-		direction.y = randf()*2.0 - 1
+		direction.y = randf() * 2.0 - 1
 		direction = direction.normalized()
 	
 	# Check gameover
 	if (ball_pos.x < 0 or ball_pos.x > screen_size.x):
-		ball_pos = screen_size*0.5
+		ball_pos = screen_size * 0.5
 		ball_speed = INITIAL_BALL_SPEED
 		direction = Vector2(-1, 0)
 	
@@ -43,19 +43,18 @@ func _process(delta):
 	var left_pos = get_node("left").get_position()
 	
 	if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
-		left_pos.y += -PAD_SPEED*delta
+		left_pos.y += -PAD_SPEED * delta
 	if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
-		left_pos.y += PAD_SPEED*delta
+		left_pos.y += PAD_SPEED * delta
 	
 	get_node("left").set_position(left_pos)
 	
 	# Move right pad
 	var right_pos = get_node("right").get_position()
-	
 	if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
-		right_pos.y += -PAD_SPEED*delta
+		right_pos.y += -PAD_SPEED * delta
 	if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
-		right_pos.y += PAD_SPEED*delta
+		right_pos.y += PAD_SPEED * delta
 	
 	get_node("right").set_position(right_pos)
 

+ 4 - 0
viewport/2d_in_3d/project.godot

@@ -14,6 +14,10 @@ config/name="2d in 3d"
 run/main_scene="res://2D_in_3D.tscn"
 config/icon="res://icon.png"
 
+[gdnative]
+
+singletons=[  ]
+
 [input]
 
 left_move_up=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)

+ 1 - 0
viewport/2d_in_3d/right_pallete.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 1 - 0
viewport/2d_in_3d/separator.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 18 - 17
viewport/3d_in_2d/3D_in_2D.gd

@@ -11,25 +11,26 @@ const FRAME_SWITCH_TIME = 0.2
 var frame_swtich_timer = 0
 
 func _ready():
-  viewport = get_node("Viewport")
-  sprite = get_node("Sprite")
-  viewport_sprite = get_node("Viewport_Sprite")
-  
-  # Assign the sprite's texture to the viewport texture
-  viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
-  # Let two frames pass to make sure the screen was captured
-  yield(get_tree(), "idle_frame")
-  yield(get_tree(), "idle_frame")
-  viewport_sprite.texture = viewport.get_texture()
+	viewport = get_node("Viewport")
+	sprite = get_node("Sprite")
+	viewport_sprite = get_node("Viewport_Sprite")
+
+	# Assign the sprite's texture to the viewport texture
+	viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
+	
+	# Let two frames pass to make sure the screen was captured
+	yield(get_tree(), "idle_frame")
+	yield(get_tree(), "idle_frame")
+	viewport_sprite.texture = viewport.get_texture()
   
-  set_process(true)
+	set_process(true)
 
 
 # Simple frame based animation
 func _process(delta):
-  frame_swtich_timer += delta
-  if (frame_swtich_timer >= FRAME_SWITCH_TIME):
-    frame_swtich_timer -= FRAME_SWITCH_TIME
-    sprite.frame += 1
-    if (sprite.frame > MAX_FRAME_FOR_SPITE):
-      sprite.frame = 0
+	frame_swtich_timer += delta
+	if (frame_swtich_timer >= FRAME_SWITCH_TIME):
+		frame_swtich_timer -= FRAME_SWITCH_TIME
+		sprite.frame += 1
+	if (sprite.frame > MAX_FRAME_FOR_SPITE):
+		sprite.frame = 0

+ 2 - 1
viewport/3d_in_2d/3D_in_2D.tscn

@@ -37,12 +37,13 @@ disable_3d = false
 usage = 2
 debug_draw = 0
 render_target_v_flip = false
-render_target_clear_on_new_frame = true
+render_target_clear_mode = 0
 render_target_update_mode = 2
 audio_listener_enable_2d = false
 audio_listener_enable_3d = false
 physics_object_picking = false
 gui_disable_input = false
+gui_snap_controls_to_pixels = true
 shadow_atlas_size = 0
 shadow_atlas_quad_0 = 2
 shadow_atlas_quad_1 = 2

+ 1 - 1
viewport/3d_in_2d/default_env.tres

@@ -25,7 +25,7 @@ _sections_unfolded = [ "Ground" ]
 
 background_mode = 2
 background_sky = SubResource( 1 )
-background_sky_scale = 1.0
+background_sky_custom_fov = 0.0
 background_color = Color( 0, 0, 0, 1 )
 background_energy = 1.0
 background_canvas_max_layer = 0

+ 1 - 0
viewport/3d_in_2d/icon.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 3 - 3
viewport/3d_in_2d/player.gd

@@ -6,9 +6,9 @@ var model = null
 const SPEED = 40
 
 func _ready():
-  model = get_node("Armature")
-  set_process(true)
+	model = get_node("Armature")
+	set_process(true)
 
 
 func _process(delta):
-  model.rotation_deg.y += delta * SPEED
+	model.rotation_deg.y += delta * SPEED

+ 4 - 0
viewport/3d_in_2d/project.godot

@@ -14,6 +14,10 @@ config/name="3d in 2d"
 run/main_scene="res://3D_in_2D.tscn"
 config/icon="res://icon.png"
 
+[gdnative]
+
+singletons=[  ]
+
 [rendering]
 
 environment/default_environment="res://default_env.tres"

+ 1 - 0
viewport/3d_in_2d/robot_demo.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 42 - 37
viewport/gui_in_3d/Gui_in_3D.tscn

@@ -12,11 +12,13 @@ func e():
 
 [sub_resource type="SpatialMaterial" id=2]
 
+render_priority = 0
 flags_transparent = false
 flags_unshaded = false
 flags_vertex_lighting = false
-flags_on_top = false
+flags_no_depth_test = false
 flags_use_point_size = false
+flags_world_triplanar = false
 flags_fixed_size = false
 vertex_color_use_as_albedo = false
 vertex_color_is_srgb = false
@@ -44,6 +46,7 @@ anisotropy_enabled = false
 ao_enabled = false
 depth_enabled = false
 subsurf_scatter_enabled = false
+transmission_enabled = false
 refraction_enabled = false
 detail_enabled = false
 uv1_scale = Vector3( 1, 1, 1 )
@@ -54,6 +57,9 @@ uv2_scale = Vector3( 1, 1, 1 )
 uv2_offset = Vector3( 0, 0, 0 )
 uv2_triplanar = false
 uv2_triplanar_sharpness = 1.0
+proximity_fade_enable = false
+proximity_fade_distance = 1.0
+distance_fade_enable = false
 script = SubResource( 1 )
 _sections_unfolded = [ "UV1" ]
 
@@ -84,7 +90,7 @@ func e():
 extents = Vector3( 1, 1, 0.01 )
 script = SubResource( 5 )
 
-[sub_resource type="Animation" id=8]
+[sub_resource type="Animation" id=7]
 
 resource_name = "Move_camera"
 length = 6.0
@@ -102,13 +108,13 @@ tracks/0/keys = {
 "values": [ Transform( 0.994592, 0, 0.103856, 0, 1, 0, -0.103856, 0, 0.994592, 0.465682, 0, 1.78523 ), Transform( 0.962984, 0, -0.269557, 0, 1, 0, 0.269557, 0, 0.962984, -0.462237, 0, 2.41934 ), Transform( 0.806599, 0, -0.591098, 0, 1, 0, 0.591098, 0, 0.806599, -1.59502, 0, 2.05358 ), Transform( 0.994592, 0, 0.103856, 0, 1, 0, -0.103856, 0, 0.994592, 0.465682, 0, 1.78523 ) ]
 }
 
-[sub_resource type="PlaneMesh" id=9]
+[sub_resource type="PlaneMesh" id=8]
 
 size = Vector2( 2, 2 )
 subdivide_width = 0
 subdivide_depth = 0
 
-[sub_resource type="GDScript" id=10]
+[sub_resource type="GDScript" id=9]
 
 script/source = "tool
 extends Object
@@ -116,7 +122,7 @@ func e():
 	return 0
 "
 
-[sub_resource type="GDScript" id=11]
+[sub_resource type="GDScript" id=10]
 
 script/source = "tool
 extends Object
@@ -124,7 +130,7 @@ func e():
 	return 90
 "
 
-[sub_resource type="GDScript" id=12]
+[sub_resource type="GDScript" id=11]
 
 script/source = "tool
 extends Object
@@ -132,20 +138,22 @@ func e():
 	return 0
 "
 
-[sub_resource type="CubeMesh" id=13]
+[sub_resource type="CubeMesh" id=12]
 
 size = Vector3( 2, 2, 2 )
 subdivide_width = 0
 subdivide_height = 0
 subdivide_depth = 0
 
-[sub_resource type="SpatialMaterial" id=14]
+[sub_resource type="SpatialMaterial" id=13]
 
+render_priority = 0
 flags_transparent = false
 flags_unshaded = false
 flags_vertex_lighting = false
-flags_on_top = false
+flags_no_depth_test = false
 flags_use_point_size = false
+flags_world_triplanar = false
 flags_fixed_size = false
 vertex_color_use_as_albedo = false
 vertex_color_is_srgb = false
@@ -173,6 +181,7 @@ anisotropy_enabled = false
 ao_enabled = false
 depth_enabled = false
 subsurf_scatter_enabled = false
+transmission_enabled = false
 refraction_enabled = false
 detail_enabled = false
 uv1_scale = Vector3( 1, 1, 1 )
@@ -183,9 +192,12 @@ uv2_scale = Vector3( 1, 1, 1 )
 uv2_offset = Vector3( 0, 0, 0 )
 uv2_triplanar = false
 uv2_triplanar_sharpness = 1.0
+proximity_fade_enable = false
+proximity_fade_distance = 1.0
+distance_fade_enable = false
 _sections_unfolded = [ "Albedo" ]
 
-[sub_resource type="GDScript" id=15]
+[sub_resource type="GDScript" id=14]
 
 script/source = "tool
 extends Object
@@ -211,12 +223,13 @@ disable_3d = false
 usage = 0
 debug_draw = 0
 render_target_v_flip = true
-render_target_clear_on_new_frame = true
+render_target_clear_mode = 0
 render_target_update_mode = 2
 audio_listener_enable_2d = false
 audio_listener_enable_3d = false
 physics_object_picking = false
 gui_disable_input = false
+gui_snap_controls_to_pixels = true
 shadow_atlas_size = 0
 shadow_atlas_quad_0 = 2
 shadow_atlas_quad_1 = 2
@@ -361,7 +374,6 @@ layers = 1
 material_override = SubResource( 2 )
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
@@ -407,7 +419,7 @@ shadow_enabled = true
 shadow_color = Color( 0, 0, 0, 1 )
 shadow_bias = 0.15
 shadow_contact = 0.0
-shadow_max_distance = 0.0
+shadow_reverse_cull_face = false
 editor_only = false
 omni_range = 10.0
 omni_attenuation = 1.0
@@ -420,7 +432,7 @@ _sections_unfolded = [ "Light", "Omni", "Shadow" ]
 playback_process_mode = 1
 playback_default_blend_time = 0.0
 root_node = NodePath("..")
-anims/Move_camera = SubResource( 8 )
+anims/Move_camera = SubResource( 7 )
 playback/active = true
 playback/speed = 1.0
 blend_times = [  ]
@@ -437,16 +449,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 9 )
+mesh = SubResource( 8 )
 skeleton = NodePath("..")
 material/0 = null
-script = SubResource( 10 )
+script = SubResource( 9 )
 _sections_unfolded = [ "Transform" ]
 
 [node name="Wall2" type="MeshInstance" parent="3D_background"]
@@ -456,16 +467,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 9 )
+mesh = SubResource( 8 )
 skeleton = NodePath("..")
 material/0 = null
-script = SubResource( 10 )
+script = SubResource( 9 )
 _sections_unfolded = [ "Transform" ]
 
 [node name="Wall3" type="MeshInstance" parent="3D_background"]
@@ -475,16 +485,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 9 )
+mesh = SubResource( 8 )
 skeleton = NodePath("..")
 material/0 = null
-script = SubResource( 11 )
+script = SubResource( 10 )
 _sections_unfolded = [ "Transform" ]
 
 [node name="Floor" type="MeshInstance" parent="3D_background"]
@@ -494,16 +503,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 9 )
+mesh = SubResource( 8 )
 skeleton = NodePath("..")
 material/0 = null
-script = SubResource( 12 )
+script = SubResource( 11 )
 _sections_unfolded = [ "Transform" ]
 
 [node name="Floor2" type="MeshInstance" parent="3D_background"]
@@ -513,16 +521,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 9 )
+mesh = SubResource( 8 )
 skeleton = NodePath("..")
 material/0 = null
-script = SubResource( 12 )
+script = SubResource( 11 )
 _sections_unfolded = [ "Transform" ]
 
 [node name="Cube" type="MeshInstance" parent="3D_background"]
@@ -532,16 +539,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 13 )
+mesh = SubResource( 12 )
 skeleton = NodePath("..")
-material/0 = SubResource( 14 )
-script = SubResource( 15 )
+material/0 = SubResource( 13 )
+script = SubResource( 14 )
 _sections_unfolded = [ "Transform" ]
 
 [node name="Cube2" type="MeshInstance" parent="3D_background"]
@@ -551,16 +557,15 @@ layers = 1
 material_override = null
 cast_shadow = 1
 extra_cull_margin = 0.0
-visible_in_all_rooms = false
 use_in_baked_light = false
 lod_min_distance = 0.0
 lod_min_hysteresis = 0.0
 lod_max_distance = 0.0
 lod_max_hysteresis = 0.0
-mesh = SubResource( 13 )
+mesh = SubResource( 12 )
 skeleton = NodePath("..")
-material/0 = SubResource( 14 )
-script = SubResource( 15 )
+material/0 = SubResource( 13 )
+script = SubResource( 14 )
 _sections_unfolded = [ "Transform" ]
 
 

+ 1 - 1
viewport/gui_in_3d/default_env.tres

@@ -33,7 +33,7 @@ func e():
 
 background_mode = 2
 background_sky = SubResource( 1 )
-background_sky_scale = 1.0
+background_sky_custom_fov = 0.0
 background_color = Color( 0, 0, 0, 1 )
 background_energy = 1.0
 background_canvas_max_layer = 0

+ 53 - 52
viewport/gui_in_3d/gui_3d.gd

@@ -8,68 +8,69 @@ var viewport = null
 
 
 func _input(event):
-  #Check if the event is a non-mouse event  
-  var is_mouse_event = false
-  var mouse_events = [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]
-  for mouse_event in mouse_events:
-    if (event is mouse_event):
-      is_mouse_event = true
-      break
+	#Check if the event is a non-mouse event
+	var is_mouse_event = false
+	var mouse_events = [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]
+	for mouse_event in mouse_events:
+		if (event is mouse_event):
+			is_mouse_event = true
+			break
   
-  # If it is, then pass the event to the viewport
-  if (is_mouse_event == false):
-    viewport.input(event)
+	# If it is, then pass the event to the viewport
+	if (is_mouse_event == false):
+		viewport.input(event)
 
 
 # Mouse events for Area
 func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
+	# Use click pos (click in 3d space, convert to area space)
+	var pos = get_node("Area").get_global_transform().affine_inverse()
+	# the click pos is not zero, then use it to convert from 3D space to area space
+	if (click_pos.x != 0 or click_pos.y != 0 or click_pos.z != 0):
+		pos *= click_pos
+		last_click_pos = click_pos
+	else:
+		# Otherwise, we have a motion event and need to use our last click pos
+		# and move it according to the relative position of the event.
+		# NOTE: this is not an exact 1-1 conversion, but it's pretty close
+		pos *= last_click_pos
+		if (event is InputEventMouseMotion or event is InputEventScreenDrag):
+			pos.x += event.relative.x / viewport.size.x
+			pos.y += event.relative.y / viewport.size.y
+			last_click_pos = pos
   
-  # Use click pos (click in 3d space, convert to area space)
-  var pos = get_node("Area").get_global_transform().affine_inverse()
-  # the click pos is not zero, then use it to convert from 3D space to area space
-  if (click_pos.x != 0 or click_pos.y != 0 or click_pos.z != 0):
-    pos *= click_pos
-    last_click_pos = click_pos
-  else:
-    # Otherwise, we have a motion event and need to use our last click pos
-    # and move it according to the relative position of the event.
-    # NOTE: this is not an exact 1-1 conversion, but it's pretty close
-    pos *= last_click_pos
-    if (event is InputEventMouseMotion or event is InputEventScreenDrag):
-      pos.x += event.relative.x / viewport.size.x
-      pos.y += event.relative.y / viewport.size.y
-      last_click_pos = pos
-      
-  # Convert to 2D
-  pos = Vector2(pos.x, pos.y)
+	# Convert to 2D
+	pos = Vector2(pos.x, pos.y)
   
-  # Convert to viewport coordinate system
-  # Convert pos to a range from (0 - 1)
-  pos.y *= -1
-  pos += Vector2(1, 1)
-  pos = pos / 2
+	# Convert to viewport coordinate system
+	# Convert pos to a range from (0 - 1)
+	pos.y *= -1
+	pos += Vector2(1, 1)
+	pos = pos / 2
   
-  # Convert pos to be in range of the viewport
-  pos.x *= viewport.size.x
-  pos.y *= viewport.size.y
-  # Set the position in event
-  event.position = pos
-  event.global_position = pos
-  if (prev_pos == null):
-    prev_pos = pos
-  if (event is InputEventMouseMotion):
-    event.relative = pos - prev_pos
-  prev_pos = pos
-  # Send the event to the viewport
-  viewport.input(event)
+	# Convert pos to be in range of the viewport
+	pos.x *= viewport.size.x
+	pos.y *= viewport.size.y
+	
+	# Set the position in event
+	event.position = pos
+	event.global_position = pos
+	if (prev_pos == null):
+		prev_pos = pos
+	if (event is InputEventMouseMotion):
+		event.relative = pos - prev_pos
+	prev_pos = pos
+	
+	# Send the event to the viewport
+	viewport.input(event)
 
 
 func _ready():
-  viewport = get_node("Viewport")
-  get_node("Area").connect("input_event", self, "_on_area_input_event")
+	viewport = get_node("Viewport")
+	get_node("Area").connect("input_event", self, "_on_area_input_event")
   
-  # Set the quad's albedo texture to the viewport texture
-  var tex = viewport.get_texture()
-  get_node("Area/Quad").material_override.albedo_texture = tex
+	# Set the quad's albedo texture to the viewport texture
+	var tex = viewport.get_texture()
+	get_node("Area/Quad").material_override.albedo_texture = tex
   
-  set_process_input(true)
+	set_process_input(true)

+ 1 - 0
viewport/gui_in_3d/icon.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 4 - 0
viewport/gui_in_3d/project.godot

@@ -14,6 +14,10 @@ config/name="gui in 3d"
 run/main_scene="res://Gui_in_3D.tscn"
 config/icon="res://icon.png"
 
+[gdnative]
+
+singletons=[  ]
+
 [rendering]
 
 environment/default_environment="res://default_env.tres"

+ 1 - 0
viewport/screen_capture/icon.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 1 - 0
viewport/screen_capture/mountains.png.import

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
 stream=false
 size_limit=0
 detect_3d=true
+svg/scale=1.0

+ 4 - 0
viewport/screen_capture/project.godot

@@ -13,6 +13,10 @@ config_version=3
 config/name="screen capture"
 config/icon="res://icon.png"
 
+[gdnative]
+
+singletons=[  ]
+
 [rendering]
 
 environment/default_environment="res://default_env.tres"

+ 18 - 14
viewport/screen_capture/screen_capture.gd

@@ -3,20 +3,24 @@ extends Control
 
 
 func _ready():
-  get_node("Button").connect("pressed", self, "_on_button_pressed");
+	get_node("Button").connect("pressed", self, "_on_button_pressed");
 
 
 func _on_button_pressed():
-  get_viewport().set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
-  # Let two frames pass to make sure the screen was captured
-  yield(get_tree(), "idle_frame")
-  yield(get_tree(), "idle_frame")
-  # Retrieve the captured image
-  var img = get_viewport().get_texture().get_data()
-  # Flip it on the y-axis (because it's flipped)
-  img.flip_y()
-  # Create a texture for it
-  var tex = ImageTexture.new()
-  tex.create_from_image(img)
-  # Set it to the capture node
-  get_node("capture").set_texture(tex)
+	get_viewport().set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
+	# Let two frames pass to make sure the screen was captured
+	yield(get_tree(), "idle_frame")
+	yield(get_tree(), "idle_frame")
+	
+	# Retrieve the captured image
+	var img = get_viewport().get_texture().get_data()
+  
+	# Flip it on the y-axis (because it's flipped)
+	img.flip_y()
+	
+	# Create a texture for it
+	var tex = ImageTexture.new()
+	tex.create_from_image(img)
+	
+	# Set it to the capture node
+	get_node("capture").set_texture(tex)