Ver Fonte

Merge branch 'master' of https://github.com/okamstudio/godot

Conflicts:
	modules/gdscript/gd_tokenizer.cpp
	scene/resources/shader_graph.h
Juan Linietsky há 10 anos atrás
pai
commit
2c2894ceb6
100 ficheiros alterados com 8352 adições e 494 exclusões
  1. 4 0
      .gitignore
  2. 339 1
      bin/tests/test_string.cpp
  3. 14 0
      core/bind/core_bind.cpp
  4. 4 0
      core/bind/core_bind.h
  5. 17 0
      core/dvector.h
  6. 34 9
      core/io/http_client.cpp
  7. 5 1
      core/io/http_client.h
  8. 10 0
      core/io/resource_format_binary.cpp
  9. 5 0
      core/io/resource_format_xml.cpp
  10. 54 2
      core/list.h
  11. 18 1
      core/math/camera_matrix.cpp
  12. 14 0
      core/math/geometry.h
  13. 160 2
      core/math/math_2d.h
  14. 1550 0
      core/math/triangulator.cpp
  15. 306 0
      core/math/triangulator.h
  16. 2 0
      core/os/input.cpp
  17. 1 1
      core/resource.cpp
  18. 37 0
      core/set.h
  19. 292 4
      core/ustring.cpp
  20. 6 2
      core/ustring.h
  21. 26 17
      core/variant.cpp
  22. 5 1
      core/variant.h
  23. 2 2
      core/variant_call.cpp
  24. 433 0
      core/variant_construct_string.cpp
  25. 41 0
      core/variant_op.cpp
  26. 0 33
      demos/2d/hexamap/.fscache
  27. BIN
      demos/2d/navpoly/agent.png
  28. 4 0
      demos/2d/navpoly/engine.cfg
  29. 63 0
      demos/2d/navpoly/navigation.gd
  30. BIN
      demos/2d/navpoly/navigation.scn
  31. BIN
      demos/2d/navpoly/navigation2.scn
  32. BIN
      demos/2d/navpoly/path.png
  33. 12 11
      demos/2d/platformer/stage.xml
  34. BIN
      demos/2d/platformer/tiles_demo.png
  35. 121 64
      demos/2d/platformer/tileset.xml
  36. 88 52
      demos/2d/platformer/tileset_edit.xml
  37. 0 4
      demos/2d/polygon_path_finder_demo/.fscache
  38. BIN
      demos/3d/kinematic_char/cubelib.res
  39. BIN
      demos/3d/kinematic_char/level.scn
  40. 354 13
      demos/3d/platformer/stage.xml
  41. 0 1
      drivers/SCsub
  42. 807 22
      drivers/gles2/rasterizer_gles2.cpp
  43. 90 10
      drivers/gles2/rasterizer_gles2.h
  44. 17 5
      drivers/gles2/shader_compiler_gles2.cpp
  45. 3 0
      drivers/gles2/shader_compiler_gles2.h
  46. 1 0
      drivers/gles2/shaders/SCsub
  47. 169 21
      drivers/gles2/shaders/canvas.glsl
  48. 62 0
      drivers/gles2/shaders/canvas_shadow.glsl
  49. 6 1
      drivers/unix/ip_unix.cpp
  50. 19 1
      drivers/unix/os_unix.cpp
  51. 17 3
      drivers/windows/file_access_windows.cpp
  52. 1 1
      modules/gdscript/gd_editor.cpp
  53. 29 3
      modules/gdscript/gd_functions.cpp
  54. 2 0
      modules/gdscript/gd_functions.h
  55. 4 1
      modules/gdscript/gd_script.cpp
  56. 3 2
      modules/gdscript/gd_tokenizer.cpp
  57. 8 0
      platform/android/audio_driver_opensl.cpp
  58. 1 1
      platform/android/os_android.cpp
  59. 12 7
      platform/iphone/app_delegate.mm
  60. 8 0
      platform/iphone/gl_view.h
  61. 32 0
      platform/iphone/gl_view.mm
  62. 1 1
      platform/isim/detect.py
  63. 12 1
      platform/osx/os_osx.mm
  64. 2 2
      platform/windows/detect.py
  65. 70 6
      platform/windows/os_windows.cpp
  66. 1 0
      platform/windows/os_windows.h
  67. 2 3
      platform/winrt/os_winrt.cpp
  68. 11 17
      platform/x11/detect.py
  69. 5 1
      platform/x11/os_x11.cpp
  70. 228 87
      scene/2d/canvas_item.cpp
  71. 47 18
      scene/2d/canvas_item.h
  72. 46 0
      scene/2d/canvas_modulate.cpp
  73. 23 0
      scene/2d/canvas_modulate.h
  74. 300 0
      scene/2d/light_2d.cpp
  75. 86 0
      scene/2d/light_2d.h
  76. 201 0
      scene/2d/light_occluder_2d.cpp
  77. 73 0
      scene/2d/light_occluder_2d.h
  78. 660 0
      scene/2d/navigation2d.cpp
  79. 138 0
      scene/2d/navigation2d.h
  80. 450 0
      scene/2d/navigation_polygon.cpp
  81. 84 0
      scene/2d/navigation_polygon.h
  82. 14 0
      scene/2d/node_2d.cpp
  83. 3 0
      scene/2d/node_2d.h
  84. 70 34
      scene/2d/tile_map.cpp
  85. 10 4
      scene/2d/tile_map.h
  86. 4 4
      scene/3d/camera.cpp
  87. 15 0
      scene/3d/visual_instance.cpp
  88. 4 0
      scene/3d/visual_instance.h
  89. 11 0
      scene/gui/control.cpp
  90. 1 1
      scene/gui/control.h
  91. 2 2
      scene/gui/dialogs.cpp
  92. 4 0
      scene/gui/popup.cpp
  93. 1 1
      scene/gui/popup_menu.h
  94. 4 0
      scene/gui/tree.cpp
  95. 33 0
      scene/main/viewport.cpp
  96. 7 0
      scene/main/viewport.h
  97. 14 0
      scene/register_scene_types.cpp
  98. 1 1
      scene/resources/material.cpp
  99. 17 9
      scene/resources/polygon_path_finder.cpp
  100. 385 3
      scene/resources/shader_graph.cpp

+ 4 - 0
.gitignore

@@ -19,6 +19,9 @@ tools/editor/register_exporters.cpp
 tools/editor/doc_data_compressed.h
 tools/editor/editor_icons.cpp
 -fpic
+.fscache
+make.bat
+log.txt
 
 # Android specific
 platform/android/java/local.properties
@@ -258,3 +261,4 @@ Desktop.ini
 # Recycle Bin used on file shares
 $RECYCLE.BIN/
 logo.h
+*.autosave

+ 339 - 1
bin/tests/test_string.cpp

@@ -487,7 +487,7 @@ struct test_27_data {
 
 bool test_27() {
 
-	OS::get_singleton()->print("\n\nTest 26: begins_with\n");
+	OS::get_singleton()->print("\n\nTest 27: begins_with\n");
 	test_27_data tc[] = {
 		{"res://foobar", "res://", true},
 		{"res", "res://", false},
@@ -504,11 +504,348 @@ bool test_27() {
 		}
 		if (!state) {
 			OS::get_singleton()->print("\n\t Failure on:\n\t\tstring: ", tc[i].data, "\n\t\tbegin: ", tc[i].begin, "\n\t\texpected: ", tc[i].expected ? "true" : "false", "\n");
+			break;
 		}
 	};
 	return state;
 };
 
+
+bool test_28() {
+
+	OS::get_singleton()->print("\n\nTest 28: sprintf\n");
+
+	bool success, state = true;
+	char output_format[] = "\tTest:\t%ls => %ls (%s)\n";
+	String format, output;
+	Array args;
+	
+	// %%
+	format = "fish %% frog";
+	args.clear();
+	output = format.sprintf(args);
+	success = (output == String("fish % frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	//////// INTS
+
+	// Int
+	format = "fish %d frog";
+	args.clear();
+	args.push_back(5);
+	output = format.sprintf(args);
+	success = (output == String("fish 5 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Int left padded with zeroes.
+	format = "fish %05d frog";
+	args.clear();
+	args.push_back(5);
+	output = format.sprintf(args);
+	success = (output == String("fish 00005 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Int left padded with spaces.
+	format = "fish %5d frog";
+	args.clear();
+	args.push_back(5);
+	output = format.sprintf(args);
+	success = (output == String("fish     5 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Int right padded with spaces.
+	format = "fish %-5d frog";
+	args.clear();
+	args.push_back(5);
+	output = format.sprintf(args);
+	success = (output == String("fish 5     frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Int with sign (positive).
+	format = "fish %+d frog";
+	args.clear();
+	args.push_back(5);
+	output = format.sprintf(args);
+	success = (output == String("fish +5 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Negative int.
+	format = "fish %d frog";
+	args.clear();
+	args.push_back(-5);
+	output = format.sprintf(args);
+	success = (output == String("fish -5 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Hex (lower)
+	format = "fish %x frog";
+	args.clear();
+	args.push_back(45);
+	output = format.sprintf(args);
+	success = (output == String("fish 2d frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Hex (upper)
+	format = "fish %X frog";
+	args.clear();
+	args.push_back(45);
+	output = format.sprintf(args);
+	success = (output == String("fish 2D frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Octal
+	format = "fish %o frog";
+	args.clear();
+	args.push_back(99);
+	output = format.sprintf(args);
+	success = (output == String("fish 143 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	////// REALS
+
+	// Real
+	format = "fish %f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish 99.990000 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real left-padded
+	format = "fish %11f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish   99.990000 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real right-padded
+	format = "fish %-11f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish 99.990000   frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real given int.
+	format = "fish %f frog";
+	args.clear();
+	args.push_back(99);
+	output = format.sprintf(args);
+	success = (output == String("fish 99.000000 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real with sign (positive).
+	format = "fish %+f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish +99.990000 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real with 1 decimals.
+	format = "fish %.1f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish 100.0 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real with 12 decimals.
+	format = "fish %.12f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish 99.990000000000 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Real with no decimals.
+	format = "fish %.f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish 100 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	/////// Strings.
+
+	// String
+	format = "fish %s frog";
+	args.clear();
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == String("fish cheese frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// String left-padded
+	format = "fish %10s frog";
+	args.clear();
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == String("fish     cheese frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// String right-padded
+	format = "fish %-10s frog";
+	args.clear();
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == String("fish cheese     frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	///// Characters
+
+	// Character as string.
+	format = "fish %c frog";
+	args.clear();
+	args.push_back("A");
+	output = format.sprintf(args);
+	success = (output == String("fish A frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Character as int.
+	format = "fish %c frog";
+	args.clear();
+	args.push_back(65);
+	output = format.sprintf(args);
+	success = (output == String("fish A frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	///// Dynamic width
+
+	// String dynamic width
+	format = "fish %*s frog";
+	args.clear();
+	args.push_back(10);
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == String("fish     cheese frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Int dynamic width
+	format = "fish %*d frog";
+	args.clear();
+	args.push_back(10);
+	args.push_back(99);
+	output = format.sprintf(args);
+	success = (output == String("fish         99 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Float dynamic width
+	format = "fish %*.*f frog";
+	args.clear();
+	args.push_back(10);
+	args.push_back(3);
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == String("fish     99.990 frog"));
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	///// Errors
+
+	// More formats than arguments.
+	format = "fish %s %s frog";
+	args.clear();
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// More arguments than formats.
+	format = "fish %s frog";
+	args.clear();
+	args.push_back("hello");
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Incomplete format.
+	format = "fish %10";
+	args.clear();
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Bad character in format string
+	format = "fish %&f frog";
+	args.clear();
+	args.push_back("cheese");
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Too many decimals.
+	format = "fish %2.2.2f frog";
+	args.clear();
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// * not a number
+	format = "fish %*f frog";
+	args.clear();
+	args.push_back("cheese");
+	args.push_back(99.99);
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Character too long.
+	format = "fish %c frog";
+	args.clear();
+	args.push_back("sc");
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	// Character bad type.
+	format = "fish %c frog";
+	args.clear();
+	args.push_back(Array());
+	output = format.sprintf(args);
+	success = (output == "");
+	OS::get_singleton()->print(output_format, format.c_str(), output.c_str(), success ? "OK" : "FAIL");
+	if (!success) state = false;
+
+	return state;
+}
+
 typedef bool (*TestFunc)(void);
 
 TestFunc test_funcs[] = {
@@ -540,6 +877,7 @@ TestFunc test_funcs[] = {
 	test_25,
 	test_26,
 	test_27,
+	test_28,
 	0
 	
 };

+ 14 - 0
core/bind/core_bind.cpp

@@ -316,6 +316,11 @@ float _OS::get_time_scale() {
 	return OS::get_singleton()->get_time_scale();
 }
 
+bool _OS::is_ok_left_and_cancel_right() const {
+
+	return OS::get_singleton()->get_swap_ok_cancel();
+}
+
 /*
 enum Weekday {
 	DAY_SUNDAY,
@@ -699,6 +704,8 @@ void _OS::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("get_system_dir","dir"),&_OS::get_system_dir);
 	ObjectTypeDB::bind_method(_MD("get_unique_ID"),&_OS::get_unique_ID);
 
+	ObjectTypeDB::bind_method(_MD("is_ok_left_and_cancel_right"),&_OS::is_ok_left_and_cancel_right);
+
 	ObjectTypeDB::bind_method(_MD("get_frames_per_second"),&_OS::get_frames_per_second);
 
 	ObjectTypeDB::bind_method(_MD("print_all_textures_by_size"),&_OS::print_all_textures_by_size);
@@ -838,6 +845,12 @@ Variant _Geometry::segment_intersects_triangle( const Vector3& p_from, const Vec
 		return Variant();
 
 }
+
+bool _Geometry::point_is_inside_triangle(const Vector2& s, const Vector2& a, const Vector2& b, const Vector2& c) const {
+
+	return Geometry::is_point_in_triangle(s,a,b,c);
+}
+
 DVector<Vector3> _Geometry::segment_intersects_sphere( const Vector3& p_from, const Vector3& p_to, const Vector3& p_sphere_pos,real_t p_sphere_radius) {
 
 	DVector<Vector3> r;
@@ -938,6 +951,7 @@ void _Geometry::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("segment_intersects_sphere","from","to","spos","sradius"),&_Geometry::segment_intersects_sphere);
 	ObjectTypeDB::bind_method(_MD("segment_intersects_cylinder","from","to","height","radius"),&_Geometry::segment_intersects_cylinder);
 	ObjectTypeDB::bind_method(_MD("segment_intersects_convex","from","to","planes"),&_Geometry::segment_intersects_convex);
+	ObjectTypeDB::bind_method(_MD("point_is_inside_triangle","point","a","b","c"),&_Geometry::point_is_inside_triangle);
 
 	ObjectTypeDB::bind_method(_MD("triangulate_polygon","polygon"),&_Geometry::triangulate_polygon);
 

+ 4 - 0
core/bind/core_bind.h

@@ -220,6 +220,8 @@ public:
 	void set_time_scale(float p_scale);
 	float get_time_scale();
 
+	bool is_ok_left_and_cancel_right() const;
+
 	static _OS *get_singleton() { return singleton; }
 
 	_OS();
@@ -248,6 +250,8 @@ public:
 	Vector3 get_closest_point_to_segment(const Vector3& p_point, const Vector3& p_a,const Vector3& p_b);
 	Variant ray_intersects_triangle( const Vector3& p_from, const Vector3& p_dir, const Vector3& p_v0,const Vector3& p_v1,const Vector3& p_v2);
 	Variant segment_intersects_triangle( const Vector3& p_from, const Vector3& p_to, const Vector3& p_v0,const Vector3& p_v1,const Vector3& p_v2);
+	bool point_is_inside_triangle(const Vector2& s, const Vector2& a, const Vector2& b, const Vector2& c) const;
+
 	DVector<Vector3> segment_intersects_sphere( const Vector3& p_from, const Vector3& p_to, const Vector3& p_sphere_pos,real_t p_sphere_radius);
 	DVector<Vector3> segment_intersects_cylinder( const Vector3& p_from, const Vector3& p_to, float p_height,float p_radius);
 	DVector<Vector3> segment_intersects_convex(const Vector3& p_from, const Vector3& p_to,const Vector<Plane>& p_planes);

+ 17 - 0
core/dvector.h

@@ -262,6 +262,23 @@ public:
 			w[bs+i]=r[i];
 	}
 
+
+	Error insert(int p_pos,const T& p_val) {
+
+		int s=size();
+		ERR_FAIL_INDEX_V(p_pos,s+1,ERR_INVALID_PARAMETER);
+		resize(s+1);
+		{
+			Write w = write();
+			for (int i=s;i>p_pos;i--)
+				w[i]=w[i-1];
+			w[p_pos]=p_val;
+		}
+
+		return OK;
+	}
+
+
 	bool is_locked() const { return mem.is_locked(); }
 	
 	inline const T operator[](int p_index) const;

+ 34 - 9
core/io/http_client.cpp

@@ -273,7 +273,7 @@ Error HTTPClient::poll(){
 			while(true) {
 				uint8_t byte;
 				int rec=0;
-				Error err = connection->get_partial_data(&byte,1,rec);
+				Error err = _get_http_data(&byte,1,rec);
 				if (err!=OK) {
 					close();
 					status=STATUS_CONNECTION_ERROR;
@@ -417,7 +417,7 @@ ByteArray HTTPClient::read_response_body_chunk() {
 				//reading len
 				uint8_t b;
 				int rec=0;
-				err = connection->get_partial_data(&b,1,rec);
+				err = _get_http_data(&b,1,rec);
 
 				if (rec==0)
 					break;
@@ -471,7 +471,7 @@ ByteArray HTTPClient::read_response_body_chunk() {
 			} else {
 
 				int rec=0;
-				err = connection->get_partial_data(&chunk[chunk.size()-chunk_left],chunk_left,rec);
+				err = _get_http_data(&chunk[chunk.size()-chunk_left],chunk_left,rec);
 				if (rec==0) {
 					break;
 				}
@@ -502,18 +502,23 @@ ByteArray HTTPClient::read_response_body_chunk() {
 		}
 
 	} else {
+
+		int to_read = MIN(body_left,read_chunk_size);
 		ByteArray ret;
-		ret.resize(MAX(body_left,tmp_read.size()));
+		ret.resize(to_read);
 		ByteArray::Write w = ret.write();
 		int _offset = 0;
-		while (body_left > 0) {
-			ByteArray::Write r = tmp_read.write();
+		while (to_read > 0) {
 			int rec=0;
-			err = connection->get_partial_data(r.ptr(),MIN(body_left,tmp_read.size()),rec);
+			err = _get_http_data(w.ptr()+_offset,to_read,rec);
 			if (rec>0) {
-				copymem(w.ptr()+_offset,r.ptr(),rec);
 				body_left-=rec;
+				to_read-=rec;
 				_offset += rec;
+			} else {
+				if (to_read>0) //ended up reading less
+					ret.resize(_offset);
+				break;
 			}
 		}
 		if (body_left==0) {
@@ -557,6 +562,20 @@ bool HTTPClient::is_blocking_mode_enabled() const{
 	return blocking;
 }
 
+Error HTTPClient::_get_http_data(uint8_t* p_buffer, int p_bytes,int &r_received) {
+
+	if (blocking) {
+
+		Error err = connection->get_data(p_buffer,p_bytes);
+		if (err==OK)
+			r_received=p_bytes;
+		else
+			r_received=0;
+		return err;
+	} else {
+		return connection->get_partial_data(p_buffer,p_bytes,r_received);
+	}
+}
 
 void HTTPClient::_bind_methods() {
 
@@ -574,6 +593,7 @@ void HTTPClient::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("get_response_headers_as_dictionary"),&HTTPClient::_get_response_headers_as_dictionary);
 	ObjectTypeDB::bind_method(_MD("get_response_body_length"),&HTTPClient::get_response_body_length);
 	ObjectTypeDB::bind_method(_MD("read_response_body_chunk"),&HTTPClient::read_response_body_chunk);
+	ObjectTypeDB::bind_method(_MD("set_read_chunk_size","bytes"),&HTTPClient::set_read_chunk_size);
 
 	ObjectTypeDB::bind_method(_MD("set_blocking_mode","enabled"),&HTTPClient::set_blocking_mode);
 	ObjectTypeDB::bind_method(_MD("is_blocking_mode_enabled"),&HTTPClient::is_blocking_mode_enabled);
@@ -664,6 +684,11 @@ void HTTPClient::_bind_methods() {
 
 }
 
+void HTTPClient::set_read_chunk_size(int p_size) {
+	ERR_FAIL_COND(p_size<256 || p_size>(1<<24));
+	read_chunk_size=p_size;
+}
+
 HTTPClient::HTTPClient(){
 
 	tcp_connection = StreamPeerTCP::create_ref();
@@ -677,7 +702,7 @@ HTTPClient::HTTPClient(){
 	response_num=0;
 	ssl=false;
 	blocking=false;
-	tmp_read.resize(4096);
+	read_chunk_size=4096;
 }
 
 HTTPClient::~HTTPClient(){

+ 5 - 1
core/io/http_client.h

@@ -157,7 +157,10 @@ private:
 	static void _bind_methods();
 	StringArray _get_response_headers();
 	Dictionary _get_response_headers_as_dictionary();
-	ByteArray tmp_read;
+	int read_chunk_size;
+
+	Error _get_http_data(uint8_t* p_buffer, int p_bytes,int &r_received);
+
 public:
 
 
@@ -185,6 +188,7 @@ public:
 	void set_blocking_mode(bool p_enable); //useful mostly if running in a thread
 	bool is_blocking_mode_enabled() const;
 
+	void set_read_chunk_size(int p_size);
 
 	Error poll();
 

+ 10 - 0
core/io/resource_format_binary.cpp

@@ -1778,6 +1778,11 @@ Error ResourceFormatSaverBinaryInstance::save(const String &p_path,const RES& p_
 	f->store_32(VERSION_MINOR);
 	f->store_32(FORMAT_VERSION);
 
+	if (f->get_error()!=OK && f->get_error()!=ERR_FILE_EOF) {
+		f->close();
+		return ERR_CANT_CREATE;
+	}
+
 	//f->store_32(saved_resources.size()+external_resources.size()); // load steps -not needed
 	save_unicode_string(p_resource->get_type());
 	uint64_t md_at = f->get_pos();
@@ -1910,6 +1915,11 @@ Error ResourceFormatSaverBinaryInstance::save(const String &p_path,const RES& p_
 
 	f->store_buffer((const uint8_t*)"RSRC",4); //magic at end
 
+	if (f->get_error()!=OK && f->get_error()!=ERR_FILE_EOF) {
+		f->close();
+		return ERR_CANT_CREATE;
+	}
+
 	f->close();
 
 

+ 5 - 0
core/io/resource_format_xml.cpp

@@ -2592,6 +2592,11 @@ Error ResourceFormatSaverXMLInstance::save(const String &p_path,const RES& p_res
 	}
 
 	exit_tag("resource_file");
+	if (f->get_error()!=OK && f->get_error()!=ERR_FILE_EOF) {
+		f->close();
+		return ERR_CANT_CREATE;
+	}
+
 	f->close();
 	//memdelete(f);
 

+ 54 - 2
core/list.h

@@ -30,7 +30,7 @@
 #define GLOBALS_LIST_H
 
 #include "os/memory.h"
-
+#include "sort.h"
 
 /**
  * Generic Templatized Linked List Implementation.
@@ -551,7 +551,7 @@ public:
 	}
 			
 	template<class C>
-	void sort_custom() {
+	void sort_custom_inplace() {
 
 		if(size()<2)
 			return;
@@ -603,6 +603,58 @@ public:
 		_data->last=to;
 	}
 
+	template<class C>
+	struct AuxiliaryComparator {
+
+		C compare;
+		_FORCE_INLINE_ bool operator()(const Element *a,const Element* b) const {
+
+			return compare(a->value,b->value);
+		}
+	};
+
+	template<class C>
+	void sort_custom() {
+
+		//this version uses auxiliary memory for speed.
+		//if you don't want to use auxiliary memory, use the in_place version
+
+		int s = size();
+		if(s<2)
+			return;
+
+
+		Element **aux_buffer = memnew_arr(Element*,s);
+
+		int idx=0;
+		for(Element *E=front();E;E=E->next_ptr) {
+
+			aux_buffer[idx]=E;
+			idx++;
+		}
+
+		SortArray<Element*,AuxiliaryComparator<C> > sort;
+		sort.sort(aux_buffer,s);
+
+		_data->first=aux_buffer[0];
+		aux_buffer[0]->prev_ptr=NULL;
+		aux_buffer[0]->next_ptr=aux_buffer[1];
+
+		_data->last=aux_buffer[s-1];
+		aux_buffer[s-1]->prev_ptr=aux_buffer[s-2];
+		aux_buffer[s-1]->next_ptr=NULL;
+
+		for(int i=1;i<s-1;i++) {
+
+			aux_buffer[i]->prev_ptr=aux_buffer[i-1];
+			aux_buffer[i]->next_ptr=aux_buffer[i+1];
+
+		}
+
+		memdelete_arr(aux_buffer);
+	}
+
+
 	/**
 	 * copy constructor for the list
 	 */

+ 18 - 1
core/math/camera_matrix.cpp

@@ -121,7 +121,7 @@ void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, f
 
 
 void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) {
-
+#if 0
 	///@TODO, give a check to this. I'm not sure if it's working.
 	set_identity();
 
@@ -133,10 +133,27 @@ void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, floa
 	matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near);
 	matrix[3][2]=-1;
 	matrix[3][3]=0;
+#else
+	float *te = &matrix[0][0];
+	float x = 2 * p_near / ( p_right - p_left );
+	float y = 2 * p_near / ( p_top - p_bottom );
+
+	float a = ( p_right + p_left ) / ( p_right - p_left );
+	float b = ( p_top + p_bottom ) / ( p_top - p_bottom );
+	float c = - ( p_far + p_near ) / ( p_far - p_near );
+	float d = - 2 * p_far * p_near / ( p_far - p_near );
+
+	te[0] = x;	te[4] = 0;	te[8] = a;	te[12] = 0;
+	te[1] = 0;	te[5] = y;	te[9] = b;	te[13] = 0;
+	te[2] = 0;	te[6] = 0;	te[10] = c;	te[14] = d;
+	te[3] = 0;	te[7] = 0;	te[11] = - 1;	te[15] = 0;
+
+#endif
 
 }
 
 
+
 float CameraMatrix::get_z_far() const {
 	
 	const float * matrix = (const float*)this->matrix;			

+ 14 - 0
core/math/geometry.h

@@ -511,6 +511,20 @@ public:
 		else
 			return p_segment[0]+n*d; // inside
 	}
+
+	static bool is_point_in_triangle(const Vector2& s, const Vector2& a, const Vector2& b, const Vector2& c)
+	{
+	    int as_x = s.x-a.x;
+	    int as_y = s.y-a.y;
+
+	    bool s_ab = (b.x-a.x)*as_y-(b.y-a.y)*as_x > 0;
+
+	    if((c.x-a.x)*as_y-(c.y-a.y)*as_x > 0 == s_ab) return false;
+
+	    if((c.x-b.x)*(s.y-b.y)-(c.y-b.y)*(s.x-b.x) > 0 != s_ab) return false;
+
+	    return true;
+	}
 	static Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2& p_point, const Vector2 *p_segment) {
 
 		Vector2 p=p_point-p_segment[0];

+ 160 - 2
core/math/math_2d.h

@@ -159,8 +159,8 @@ struct Vector2 {
 	
 	operator String() const { return String::num(x)+","+String::num(y); }
 	
-	inline Vector2(float p_x,float p_y) { x=p_x; y=p_y; }
-	inline Vector2() { x=0; y=0; }
+	_FORCE_INLINE_ Vector2(float p_x,float p_y) { x=p_x; y=p_y; }
+	_FORCE_INLINE_ Vector2() { x=0; y=0; }
 };
 
 _FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const {
@@ -198,6 +198,8 @@ Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,float
 typedef Vector2 Size2;
 typedef Vector2 Point2;
 
+struct Matrix32;
+
 
 struct Rect2 {
 	
@@ -224,6 +226,8 @@ struct Rect2 {
 		return true;
 	}
 
+	_FORCE_INLINE_ bool intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const;
+
 	bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=NULL, Point2* r_normal=NULL) const;
 
 	inline bool encloses(const Rect2& p_rect) const {
@@ -597,6 +601,160 @@ struct Matrix32 {
 
 };
 
+bool Rect2::intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const {
+
+	//SAT intersection between local and transformed rect2
+
+	Vector2 xf_points[4]={
+		p_xform.xform(p_rect.pos),
+		p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y)),
+		p_xform.xform(Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y)),
+		p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y)),
+	};
+
+	real_t low_limit;
+
+	//base rect2 first (faster)
+
+	if (xf_points[0].y>pos.y)
+		goto next1;
+	if (xf_points[1].y>pos.y)
+		goto next1;
+	if (xf_points[2].y>pos.y)
+		goto next1;
+	if (xf_points[3].y>pos.y)
+		goto next1;
+
+	return false;
+
+	next1:
+
+	low_limit=pos.y+size.y;
+
+	if (xf_points[0].y<low_limit)
+		goto next2;
+	if (xf_points[1].y<low_limit)
+		goto next2;
+	if (xf_points[2].y<low_limit)
+		goto next2;
+	if (xf_points[3].y<low_limit)
+		goto next2;
+
+	return false;
+
+	next2:
+
+	if (xf_points[0].x>pos.x)
+		goto next3;
+	if (xf_points[1].x>pos.x)
+		goto next3;
+	if (xf_points[2].x>pos.x)
+		goto next3;
+	if (xf_points[3].x>pos.x)
+		goto next3;
+
+	return false;
+
+	next3:
+
+	low_limit=pos.x+size.x;
+
+	if (xf_points[0].x<low_limit)
+		goto next4;
+	if (xf_points[1].x<low_limit)
+		goto next4;
+	if (xf_points[2].x<low_limit)
+		goto next4;
+	if (xf_points[3].x<low_limit)
+		goto next4;
+
+	return false;
+
+	next4:
+
+	Vector2 xf_points2[4]={
+		pos,
+		Vector2(pos.x+size.x,pos.y),
+		Vector2(pos.x,pos.y+size.y),
+		Vector2(pos.x+size.x,pos.y+size.y),
+	};
+
+	real_t maxa=p_xform.elements[0].dot(xf_points2[0]);
+	real_t mina=maxa;
+
+	real_t dp = p_xform.elements[0].dot(xf_points2[1]);
+	maxa=MAX(dp,maxa);
+	mina=MIN(dp,mina);
+
+	dp = p_xform.elements[0].dot(xf_points2[2]);
+	maxa=MAX(dp,maxa);
+	mina=MIN(dp,mina);
+
+	dp = p_xform.elements[0].dot(xf_points2[3]);
+	maxa=MAX(dp,maxa);
+	mina=MIN(dp,mina);
+
+	real_t maxb=p_xform.elements[0].dot(xf_points[0]);
+	real_t minb=maxb;
+
+	dp = p_xform.elements[0].dot(xf_points[1]);
+	maxb=MAX(dp,maxb);
+	minb=MIN(dp,minb);
+
+	dp = p_xform.elements[0].dot(xf_points[2]);
+	maxb=MAX(dp,maxb);
+	minb=MIN(dp,minb);
+
+	dp = p_xform.elements[0].dot(xf_points[3]);
+	maxb=MAX(dp,maxb);
+	minb=MIN(dp,minb);
+
+
+	if ( mina > maxb )
+		return false;
+	if ( minb > maxa  )
+		return false;
+
+	maxa=p_xform.elements[1].dot(xf_points2[0]);
+	mina=maxa;
+
+	dp = p_xform.elements[1].dot(xf_points2[1]);
+	maxa=MAX(dp,maxa);
+	mina=MIN(dp,mina);
+
+	dp = p_xform.elements[1].dot(xf_points2[2]);
+	maxa=MAX(dp,maxa);
+	mina=MIN(dp,mina);
+
+	dp = p_xform.elements[1].dot(xf_points2[3]);
+	maxa=MAX(dp,maxa);
+	mina=MIN(dp,mina);
+
+	maxb=p_xform.elements[1].dot(xf_points[0]);
+	minb=maxb;
+
+	dp = p_xform.elements[1].dot(xf_points[1]);
+	maxb=MAX(dp,maxb);
+	minb=MIN(dp,minb);
+
+	dp = p_xform.elements[1].dot(xf_points[2]);
+	maxb=MAX(dp,maxb);
+	minb=MIN(dp,minb);
+
+	dp = p_xform.elements[1].dot(xf_points[3]);
+	maxb=MAX(dp,maxb);
+	minb=MIN(dp,minb);
+
+
+	if ( mina > maxb )
+		return false;
+	if ( minb > maxa  )
+		return false;
+
+
+	return true;
+
+}
 
 Vector2 Matrix32::basis_xform(const Vector2& v) const {
 

+ 1550 - 0
core/math/triangulator.cpp

@@ -0,0 +1,1550 @@
+//Copyright (C) 2011 by Ivan Fratric
+//
+//Permission is hereby granted, free of charge, to any person obtaining a copy
+//of this software and associated documentation files (the "Software"), to deal
+//in the Software without restriction, including without limitation the rights
+//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+//copies of the Software, and to permit persons to whom the Software is
+//furnished to do so, subject to the following conditions:
+//
+//The above copyright notice and this permission notice shall be included in
+//all copies or substantial portions of the Software.
+//
+//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+//THE SOFTWARE.
+
+
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include "triangulator.h"
+
+
+#define TRIANGULATOR_VERTEXTYPE_REGULAR 0
+#define TRIANGULATOR_VERTEXTYPE_START 1
+#define TRIANGULATOR_VERTEXTYPE_END 2
+#define TRIANGULATOR_VERTEXTYPE_SPLIT 3
+#define TRIANGULATOR_VERTEXTYPE_MERGE 4
+
+TriangulatorPoly::TriangulatorPoly() {
+	hole = false;
+	numpoints = 0;
+	points = NULL;
+}
+
+TriangulatorPoly::~TriangulatorPoly() {
+	if(points) delete [] points;
+}
+
+void TriangulatorPoly::Clear() {
+	if(points) delete [] points;
+	hole = false;
+	numpoints = 0;
+	points = NULL;
+}
+
+void TriangulatorPoly::Init(long numpoints) {
+	Clear();
+	this->numpoints = numpoints;
+	points = new Vector2[numpoints];
+}
+
+void TriangulatorPoly::Triangle(Vector2 &p1, Vector2 &p2, Vector2 &p3) {
+	Init(3);
+	points[0] = p1;
+	points[1] = p2;
+	points[2] = p3;
+}
+
+TriangulatorPoly::TriangulatorPoly(const TriangulatorPoly &src) {
+	hole = src.hole;
+	numpoints = src.numpoints;
+	points = new Vector2[numpoints];
+	memcpy(points, src.points, numpoints*sizeof(Vector2));
+}
+
+TriangulatorPoly& TriangulatorPoly::operator=(const TriangulatorPoly &src) {
+	Clear();
+	hole = src.hole;
+	numpoints = src.numpoints;
+	points = new Vector2[numpoints];
+	memcpy(points, src.points, numpoints*sizeof(Vector2));
+	return *this;
+}
+
+int TriangulatorPoly::GetOrientation() {
+	long i1,i2;
+	real_t area = 0;
+	for(i1=0; i1<numpoints; i1++) {
+		i2 = i1+1;
+		if(i2 == numpoints) i2 = 0;
+		area += points[i1].x * points[i2].y - points[i1].y * points[i2].x;
+	}
+	if(area>0) return TRIANGULATOR_CCW;
+	if(area<0) return TRIANGULATOR_CW;
+	return 0;
+}
+
+void TriangulatorPoly::SetOrientation(int orientation) {
+	int polyorientation = GetOrientation();
+	if(polyorientation&&(polyorientation!=orientation)) {
+		Invert();
+	}
+}
+
+void TriangulatorPoly::Invert() {
+	long i;
+	Vector2 *invpoints;
+
+	invpoints = new Vector2[numpoints];
+	for(i=0;i<numpoints;i++) {
+		invpoints[i] = points[numpoints-i-1];
+	}
+
+	delete [] points;
+	points = invpoints;
+}
+
+Vector2 TriangulatorPartition::Normalize(const Vector2 &p) {
+	Vector2 r;
+	real_t n = sqrt(p.x*p.x + p.y*p.y);
+	if(n!=0) {
+		r = p/n;
+	} else {
+		r.x = 0;
+		r.y = 0;
+	}
+	return r;
+}
+
+real_t TriangulatorPartition::Distance(const Vector2 &p1, const Vector2 &p2) {
+	real_t dx,dy;
+	dx = p2.x - p1.x;
+	dy = p2.y - p1.y;
+	return(sqrt(dx*dx + dy*dy));
+}
+
+//checks if two lines intersect
+int TriangulatorPartition::Intersects(Vector2 &p11, Vector2 &p12, Vector2 &p21, Vector2 &p22) {
+	if((p11.x == p21.x)&&(p11.y == p21.y)) return 0;
+	if((p11.x == p22.x)&&(p11.y == p22.y)) return 0;
+	if((p12.x == p21.x)&&(p12.y == p21.y)) return 0;
+	if((p12.x == p22.x)&&(p12.y == p22.y)) return 0;
+
+	Vector2 v1ort,v2ort,v;
+	real_t dot11,dot12,dot21,dot22;
+
+	v1ort.x = p12.y-p11.y;
+	v1ort.y = p11.x-p12.x;
+
+	v2ort.x = p22.y-p21.y;
+	v2ort.y = p21.x-p22.x;
+
+	v = p21-p11;
+	dot21 = v.x*v1ort.x + v.y*v1ort.y;
+	v = p22-p11;
+	dot22 = v.x*v1ort.x + v.y*v1ort.y;
+
+	v = p11-p21;
+	dot11 = v.x*v2ort.x + v.y*v2ort.y;
+	v = p12-p21;
+	dot12 = v.x*v2ort.x + v.y*v2ort.y;
+
+	if(dot11*dot12>0) return 0;
+	if(dot21*dot22>0) return 0;
+
+	return 1;
+}
+
+//removes holes from inpolys by merging them with non-holes
+int TriangulatorPartition::RemoveHoles(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *outpolys) {
+	List<TriangulatorPoly> polys;
+	List<TriangulatorPoly>::Element *holeiter,*polyiter,*iter,*iter2;
+	long i,i2,holepointindex,polypointindex;
+	Vector2 holepoint,polypoint,bestpolypoint;
+	Vector2 linep1,linep2;
+	Vector2 v1,v2;
+	TriangulatorPoly newpoly;
+	bool hasholes;
+	bool pointvisible;
+	bool pointfound;
+
+	//check for trivial case (no holes)
+	hasholes = false;
+	for(iter = inpolys->front(); iter; iter=iter->next()) {
+		if(iter->get().IsHole()) {
+			hasholes = true;
+			break;
+		}
+	}
+	if(!hasholes) {
+		for(iter = inpolys->front(); iter; iter=iter->next()) {
+			outpolys->push_back(iter->get());
+		}
+		return 1;
+	}
+
+	polys = *inpolys;
+
+	while(1) {
+		//find the hole point with the largest x
+		hasholes = false;
+		for(iter = polys.front(); iter; iter=iter->next()) {
+			if(!iter->get().IsHole()) continue;
+
+			if(!hasholes) {
+				hasholes = true;
+				holeiter = iter;
+				holepointindex = 0;
+			}
+
+			for(i=0; i < iter->get().GetNumPoints(); i++) {
+				if(iter->get().GetPoint(i).x > holeiter->get().GetPoint(holepointindex).x) {
+					holeiter = iter;
+					holepointindex = i;
+				}
+			}
+		}
+		if(!hasholes) break;
+		holepoint = holeiter->get().GetPoint(holepointindex);
+
+		pointfound = false;
+		for(iter = polys.front(); iter; iter=iter->next()) {
+			if(iter->get().IsHole()) continue;
+			for(i=0; i < iter->get().GetNumPoints(); i++) {
+				if(iter->get().GetPoint(i).x <= holepoint.x) continue;
+				if(!InCone(iter->get().GetPoint((i+iter->get().GetNumPoints()-1)%(iter->get().GetNumPoints())),
+					   iter->get().GetPoint(i),
+					   iter->get().GetPoint((i+1)%(iter->get().GetNumPoints())),
+					   holepoint))
+					continue;
+				polypoint = iter->get().GetPoint(i);
+				if(pointfound) {
+					v1 = Normalize(polypoint-holepoint);
+					v2 = Normalize(bestpolypoint-holepoint);
+					if(v2.x > v1.x) continue;
+				}
+				pointvisible = true;
+				for(iter2 = polys.front(); iter2; iter2=iter2->next()) {
+					if(iter2->get().IsHole()) continue;
+					for(i2=0; i2 < iter2->get().GetNumPoints(); i2++) {
+						linep1 = iter2->get().GetPoint(i2);
+						linep2 = iter2->get().GetPoint((i2+1)%(iter2->get().GetNumPoints()));
+						if(Intersects(holepoint,polypoint,linep1,linep2)) {
+							pointvisible = false;
+							break;
+						}
+					}
+					if(!pointvisible) break;
+				}
+				if(pointvisible) {
+					pointfound = true;
+					bestpolypoint = polypoint;
+					polyiter = iter;
+					polypointindex = i;
+				}
+			}
+		}
+
+		if(!pointfound) return 0;
+
+		newpoly.Init(holeiter->get().GetNumPoints() + polyiter->get().GetNumPoints() + 2);
+		i2 = 0;
+		for(i=0;i<=polypointindex;i++) {
+			newpoly[i2] = polyiter->get().GetPoint(i);
+			i2++;
+		}
+		for(i=0;i<=holeiter->get().GetNumPoints();i++) {
+			newpoly[i2] = holeiter->get().GetPoint((i+holepointindex)%holeiter->get().GetNumPoints());
+			i2++;
+		}
+		for(i=polypointindex;i<polyiter->get().GetNumPoints();i++) {
+			newpoly[i2] = polyiter->get().GetPoint(i);
+			i2++;
+		}
+
+		polys.erase(holeiter);
+		polys.erase(polyiter);
+		polys.push_back(newpoly);
+	}
+
+	for(iter = polys.front(); iter; iter=iter->next()) {
+		outpolys->push_back(iter->get());
+	}
+
+	return 1;
+}
+
+bool TriangulatorPartition::IsConvex(Vector2& p1, Vector2& p2, Vector2& p3) {
+	real_t tmp;
+	tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
+	if(tmp>0) return 1;
+	else return 0;
+}
+
+bool TriangulatorPartition::IsReflex(Vector2& p1, Vector2& p2, Vector2& p3) {
+	real_t tmp;
+	tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
+	if(tmp<0) return 1;
+	else return 0;
+}
+
+bool TriangulatorPartition::IsInside(Vector2& p1, Vector2& p2, Vector2& p3, Vector2 &p) {
+	if(IsConvex(p1,p,p2)) return false;
+	if(IsConvex(p2,p,p3)) return false;
+	if(IsConvex(p3,p,p1)) return false;
+	return true;
+}
+
+bool TriangulatorPartition::InCone(Vector2 &p1, Vector2 &p2, Vector2 &p3, Vector2 &p) {
+	bool convex;
+
+	convex = IsConvex(p1,p2,p3);
+
+	if(convex) {
+		if(!IsConvex(p1,p2,p)) return false;
+		if(!IsConvex(p2,p3,p)) return false;
+		return true;
+	} else {
+		if(IsConvex(p1,p2,p)) return true;
+		if(IsConvex(p2,p3,p)) return true;
+		return false;
+	}
+}
+
+bool TriangulatorPartition::InCone(PartitionVertex *v, Vector2 &p) {
+	Vector2 p1,p2,p3;
+
+	p1 = v->previous->p;
+	p2 = v->p;
+	p3 = v->next->p;
+
+	return InCone(p1,p2,p3,p);
+}
+
+void TriangulatorPartition::UpdateVertexReflexity(PartitionVertex *v) {
+	PartitionVertex *v1,*v3;
+	v1 = v->previous;
+	v3 = v->next;
+	v->isConvex = !IsReflex(v1->p,v->p,v3->p);
+}
+
+void TriangulatorPartition::UpdateVertex(PartitionVertex *v, PartitionVertex *vertices, long numvertices) {
+	long i;
+	PartitionVertex *v1,*v3;
+	Vector2 vec1,vec3;
+
+	v1 = v->previous;
+	v3 = v->next;
+
+	v->isConvex = IsConvex(v1->p,v->p,v3->p);
+
+	vec1 = Normalize(v1->p - v->p);
+	vec3 = Normalize(v3->p - v->p);
+	v->angle = vec1.x*vec3.x + vec1.y*vec3.y;
+
+	if(v->isConvex) {
+		v->isEar = true;
+		for(i=0;i<numvertices;i++) {
+			if((vertices[i].p.x==v->p.x)&&(vertices[i].p.y==v->p.y)) continue;
+			if((vertices[i].p.x==v1->p.x)&&(vertices[i].p.y==v1->p.y)) continue;
+			if((vertices[i].p.x==v3->p.x)&&(vertices[i].p.y==v3->p.y)) continue;
+			if(IsInside(v1->p,v->p,v3->p,vertices[i].p)) {
+				v->isEar = false;
+				break;
+			}
+		}
+	} else {
+		v->isEar = false;
+	}
+}
+
+//triangulation by ear removal
+int TriangulatorPartition::Triangulate_EC(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
+	long numvertices;
+	PartitionVertex *vertices;
+	PartitionVertex *ear;
+	TriangulatorPoly triangle;
+	long i,j;
+	bool earfound;
+
+	if(poly->GetNumPoints() < 3) return 0;
+	if(poly->GetNumPoints() == 3) {
+		triangles->push_back(*poly);
+		return 1;
+	}
+
+	numvertices = poly->GetNumPoints();
+
+	vertices = new PartitionVertex[numvertices];
+	for(i=0;i<numvertices;i++) {
+		vertices[i].isActive = true;
+		vertices[i].p = poly->GetPoint(i);
+		if(i==(numvertices-1)) vertices[i].next=&(vertices[0]);
+		else vertices[i].next=&(vertices[i+1]);
+		if(i==0) vertices[i].previous = &(vertices[numvertices-1]);
+		else vertices[i].previous = &(vertices[i-1]);
+	}
+	for(i=0;i<numvertices;i++) {
+		UpdateVertex(&vertices[i],vertices,numvertices);
+	}
+
+	for(i=0;i<numvertices-3;i++) {
+		earfound = false;
+		//find the most extruded ear
+		for(j=0;j<numvertices;j++) {
+			if(!vertices[j].isActive) continue;
+			if(!vertices[j].isEar) continue;
+			if(!earfound) {
+				earfound = true;
+				ear = &(vertices[j]);
+			} else {
+				if(vertices[j].angle > ear->angle) {
+					ear = &(vertices[j]);
+				}
+			}
+		}
+		if(!earfound) {
+			delete [] vertices;
+			return 0;
+		}
+
+		triangle.Triangle(ear->previous->p,ear->p,ear->next->p);
+		triangles->push_back(triangle);
+
+		ear->isActive = false;
+		ear->previous->next = ear->next;
+		ear->next->previous = ear->previous;
+
+		if(i==numvertices-4) break;
+
+		UpdateVertex(ear->previous,vertices,numvertices);
+		UpdateVertex(ear->next,vertices,numvertices);
+	}
+	for(i=0;i<numvertices;i++) {
+		if(vertices[i].isActive) {
+			triangle.Triangle(vertices[i].previous->p,vertices[i].p,vertices[i].next->p);
+			triangles->push_back(triangle);
+			break;
+		}
+	}
+
+	delete [] vertices;
+
+	return 1;
+}
+
+int TriangulatorPartition::Triangulate_EC(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
+	List<TriangulatorPoly> outpolys;
+	List<TriangulatorPoly>::Element*iter;
+
+	if(!RemoveHoles(inpolys,&outpolys)) return 0;
+	for(iter=outpolys.front();iter;iter=iter->next()) {
+		if(!Triangulate_EC(&(iter->get()),triangles)) return 0;
+	}
+	return 1;
+}
+
+int TriangulatorPartition::ConvexPartition_HM(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
+	List<TriangulatorPoly> triangles;
+	List<TriangulatorPoly>::Element *iter1,*iter2;
+	TriangulatorPoly *poly1,*poly2;
+	TriangulatorPoly newpoly;
+	Vector2 d1,d2,p1,p2,p3;
+	long i11,i12,i21,i22,i13,i23,j,k;
+	bool isdiagonal;
+	long numreflex;
+
+	//check if the poly is already convex
+	numreflex = 0;
+	for(i11=0;i11<poly->GetNumPoints();i11++) {
+		if(i11==0) i12 = poly->GetNumPoints()-1;
+		else i12=i11-1;
+		if(i11==(poly->GetNumPoints()-1)) i13=0;
+		else i13=i11+1;
+		if(IsReflex(poly->GetPoint(i12),poly->GetPoint(i11),poly->GetPoint(i13))) {
+			numreflex = 1;
+			break;
+		}
+	}
+	if(numreflex == 0) {
+		parts->push_back(*poly);
+		return 1;
+	}
+
+	if(!Triangulate_EC(poly,&triangles)) return 0;
+
+	for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
+		poly1 = &(iter1->get());
+		for(i11=0;i11<poly1->GetNumPoints();i11++) {
+			d1 = poly1->GetPoint(i11);
+			i12 = (i11+1)%(poly1->GetNumPoints());
+			d2 = poly1->GetPoint(i12);
+
+			isdiagonal = false;
+			for(iter2 = iter1; iter2 ; iter2=iter2->next()) {
+				if(iter1 == iter2) continue;
+				poly2 = &(iter2->get());
+
+				for(i21=0;i21<poly2->GetNumPoints();i21++) {
+					if((d2.x != poly2->GetPoint(i21).x)||(d2.y != poly2->GetPoint(i21).y)) continue;
+					i22 = (i21+1)%(poly2->GetNumPoints());
+					if((d1.x != poly2->GetPoint(i22).x)||(d1.y != poly2->GetPoint(i22).y)) continue;
+					isdiagonal = true;
+					break;
+				}
+				if(isdiagonal) break;
+			}
+
+			if(!isdiagonal) continue;
+
+			p2 = poly1->GetPoint(i11);
+			if(i11 == 0) i13 = poly1->GetNumPoints()-1;
+			else i13 = i11-1;
+			p1 = poly1->GetPoint(i13);
+			if(i22 == (poly2->GetNumPoints()-1)) i23 = 0;
+			else i23 = i22+1;
+			p3 = poly2->GetPoint(i23);
+
+			if(!IsConvex(p1,p2,p3)) continue;
+
+			p2 = poly1->GetPoint(i12);
+			if(i12 == (poly1->GetNumPoints()-1)) i13 = 0;
+			else i13 = i12+1;
+			p3 = poly1->GetPoint(i13);
+			if(i21 == 0) i23 = poly2->GetNumPoints()-1;
+			else i23 = i21-1;
+			p1 = poly2->GetPoint(i23);
+
+			if(!IsConvex(p1,p2,p3)) continue;
+
+			newpoly.Init(poly1->GetNumPoints()+poly2->GetNumPoints()-2);
+			k = 0;
+			for(j=i12;j!=i11;j=(j+1)%(poly1->GetNumPoints())) {
+				newpoly[k] = poly1->GetPoint(j);
+				k++;
+			}
+			for(j=i22;j!=i21;j=(j+1)%(poly2->GetNumPoints())) {
+				newpoly[k] = poly2->GetPoint(j);
+				k++;
+			}
+
+			triangles.erase(iter2);
+			iter1->get() = newpoly;
+			poly1 = &(iter1->get());
+			i11 = -1;
+
+			continue;
+		}
+	}
+
+	for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
+		parts->push_back(iter1->get());
+	}
+
+	return 1;
+}
+
+int TriangulatorPartition::ConvexPartition_HM(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *parts) {
+	List<TriangulatorPoly> outpolys;
+	List<TriangulatorPoly>::Element* iter;
+
+	if(!RemoveHoles(inpolys,&outpolys)) return 0;
+	for(iter=outpolys.front();iter;iter=iter->next()) {
+		if(!ConvexPartition_HM(&(iter->get()),parts)) return 0;
+	}
+	return 1;
+}
+
+//minimum-weight polygon triangulation by dynamic programming
+//O(n^3) time complexity
+//O(n^2) space complexity
+int TriangulatorPartition::Triangulate_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
+	long i,j,k,gap,n;
+	DPState **dpstates;
+	Vector2 p1,p2,p3,p4;
+	long bestvertex;
+	real_t weight,minweight,d1,d2;
+	Diagonal diagonal,newdiagonal;
+	List<Diagonal> diagonals;
+	TriangulatorPoly triangle;
+	int ret = 1;
+
+	n = poly->GetNumPoints();
+	dpstates = new DPState *[n];
+	for(i=1;i<n;i++) {
+		dpstates[i] = new DPState[i];
+	}
+
+	//init states and visibility
+	for(i=0;i<(n-1);i++) {
+		p1 = poly->GetPoint(i);
+		for(j=i+1;j<n;j++) {
+			dpstates[j][i].visible = true;
+			dpstates[j][i].weight = 0;
+			dpstates[j][i].bestvertex = -1;
+			if(j!=(i+1)) {
+				p2 = poly->GetPoint(j);
+
+				//visibility check
+				if(i==0) p3 = poly->GetPoint(n-1);
+				else p3 = poly->GetPoint(i-1);
+				if(i==(n-1)) p4 = poly->GetPoint(0);
+				else p4 = poly->GetPoint(i+1);
+				if(!InCone(p3,p1,p4,p2)) {
+					dpstates[j][i].visible = false;
+					continue;
+				}
+
+				if(j==0) p3 = poly->GetPoint(n-1);
+				else p3 = poly->GetPoint(j-1);
+				if(j==(n-1)) p4 = poly->GetPoint(0);
+				else p4 = poly->GetPoint(j+1);
+				if(!InCone(p3,p2,p4,p1)) {
+					dpstates[j][i].visible = false;
+					continue;
+				}
+
+				for(k=0;k<n;k++) {
+					p3 = poly->GetPoint(k);
+					if(k==(n-1)) p4 = poly->GetPoint(0);
+					else p4 = poly->GetPoint(k+1);
+					if(Intersects(p1,p2,p3,p4)) {
+						dpstates[j][i].visible = false;
+						break;
+					}
+				}
+			}
+		}
+	}
+	dpstates[n-1][0].visible = true;
+	dpstates[n-1][0].weight = 0;
+	dpstates[n-1][0].bestvertex = -1;
+
+	for(gap = 2; gap<n; gap++) {
+		for(i=0; i<(n-gap); i++) {
+			j = i+gap;
+			if(!dpstates[j][i].visible) continue;
+			bestvertex = -1;
+			for(k=(i+1);k<j;k++) {
+				if(!dpstates[k][i].visible) continue;
+				if(!dpstates[j][k].visible) continue;
+
+				if(k<=(i+1)) d1=0;
+				else d1 = Distance(poly->GetPoint(i),poly->GetPoint(k));
+				if(j<=(k+1)) d2=0;
+				else d2 = Distance(poly->GetPoint(k),poly->GetPoint(j));
+
+				weight = dpstates[k][i].weight + dpstates[j][k].weight + d1 + d2;
+
+				if((bestvertex == -1)||(weight<minweight)) {
+					bestvertex = k;
+					minweight = weight;
+				}
+			}
+			if(bestvertex == -1) {
+				for(i=1;i<n;i++) {
+					delete [] dpstates[i];
+				}
+				delete [] dpstates;
+
+				return 0;
+			}
+
+			dpstates[j][i].bestvertex = bestvertex;
+			dpstates[j][i].weight = minweight;
+		}
+	}
+
+	newdiagonal.index1 = 0;
+	newdiagonal.index2 = n-1;
+	diagonals.push_back(newdiagonal);
+	while(!diagonals.empty()) {
+		diagonal = (diagonals.front()->get());
+		diagonals.pop_front();
+		bestvertex = dpstates[diagonal.index2][diagonal.index1].bestvertex;
+		if(bestvertex == -1) {
+			ret = 0;
+			break;
+		}
+		triangle.Triangle(poly->GetPoint(diagonal.index1),poly->GetPoint(bestvertex),poly->GetPoint(diagonal.index2));
+		triangles->push_back(triangle);
+		if(bestvertex > (diagonal.index1+1)) {
+			newdiagonal.index1 = diagonal.index1;
+			newdiagonal.index2 = bestvertex;
+			diagonals.push_back(newdiagonal);
+		}
+		if(diagonal.index2 > (bestvertex+1)) {
+			newdiagonal.index1 = bestvertex;
+			newdiagonal.index2 = diagonal.index2;
+			diagonals.push_back(newdiagonal);
+		}
+	}
+
+	for(i=1;i<n;i++) {
+		delete [] dpstates[i];
+	}
+	delete [] dpstates;
+
+	return ret;
+}
+
+void TriangulatorPartition::UpdateState(long a, long b, long w, long i, long j, DPState2 **dpstates) {
+	Diagonal newdiagonal;
+	List<Diagonal> *pairs;
+	long w2;
+
+	w2 = dpstates[a][b].weight;
+	if(w>w2) return;
+
+	pairs = &(dpstates[a][b].pairs);
+	newdiagonal.index1 = i;
+	newdiagonal.index2 = j;
+
+	if(w<w2) {
+		pairs->clear();
+		pairs->push_front(newdiagonal);
+		dpstates[a][b].weight = w;
+	} else {
+		if((!pairs->empty())&&(i <= pairs->front()->get().index1)) return;
+		while((!pairs->empty())&&(pairs->front()->get().index2 >= j)) pairs->pop_front();
+		pairs->push_front(newdiagonal);
+	}
+}
+
+void TriangulatorPartition::TypeA(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
+	List<Diagonal> *pairs;
+	List<Diagonal>::Element *iter,*lastiter;
+	long top;
+	long w;
+
+	if(!dpstates[i][j].visible) return;
+	top = j;
+	w = dpstates[i][j].weight;
+	if(k-j > 1) {
+		if (!dpstates[j][k].visible) return;
+		w += dpstates[j][k].weight + 1;
+	}
+	if(j-i > 1) {
+		pairs = &(dpstates[i][j].pairs);
+		iter = NULL;
+		lastiter = NULL;
+		while(iter!=pairs->front()) {
+			if (!iter)
+				iter=pairs->back();
+			else
+				iter=iter->prev();
+
+			if(!IsReflex(vertices[iter->get().index2].p,vertices[j].p,vertices[k].p)) lastiter = iter;
+			else break;
+		}
+		if(lastiter == NULL) w++;
+		else {
+			if(IsReflex(vertices[k].p,vertices[i].p,vertices[lastiter->get().index1].p)) w++;
+			else top = lastiter->get().index1;
+		}
+	}
+	UpdateState(i,k,w,top,j,dpstates);
+}
+
+void TriangulatorPartition::TypeB(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
+	List<Diagonal> *pairs;
+	List<Diagonal>::Element* iter,*lastiter;
+	long top;
+	long w;
+
+	if(!dpstates[j][k].visible) return;
+	top = j;
+	w = dpstates[j][k].weight;
+
+	if (j-i > 1) {
+		if (!dpstates[i][j].visible) return;
+		w += dpstates[i][j].weight + 1;
+	}
+	if (k-j > 1) {
+		pairs = &(dpstates[j][k].pairs);
+
+		iter = pairs->front();
+		if((!pairs->empty())&&(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p))) {
+			lastiter = iter;
+			while(iter!=NULL) {
+				if(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p)) {
+					lastiter = iter;
+					iter=iter->next();
+				}
+				else break;
+			}
+			if(IsReflex(vertices[lastiter->get().index2].p,vertices[k].p,vertices[i].p)) w++;
+			else top = lastiter->get().index2;
+		} else w++;
+	}
+	UpdateState(i,k,w,j,top,dpstates);
+}
+
+int TriangulatorPartition::ConvexPartition_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
+	Vector2 p1,p2,p3,p4;
+	PartitionVertex *vertices;
+	DPState2 **dpstates;
+	long i,j,k,n,gap;
+	List<Diagonal> diagonals,diagonals2;
+	Diagonal diagonal,newdiagonal;
+	List<Diagonal> *pairs,*pairs2;
+	List<Diagonal>::Element* iter,*iter2;
+	int ret;
+	TriangulatorPoly newpoly;
+	List<long> indices;
+	List<long>::Element* iiter;
+	bool ijreal,jkreal;
+
+	n = poly->GetNumPoints();
+	vertices = new PartitionVertex[n];
+
+	dpstates = new DPState2 *[n];
+	for(i=0;i<n;i++) {
+		dpstates[i] = new DPState2[n];
+	}
+
+	//init vertex information
+	for(i=0;i<n;i++) {
+		vertices[i].p = poly->GetPoint(i);
+		vertices[i].isActive = true;
+		if(i==0) vertices[i].previous = &(vertices[n-1]);
+		else vertices[i].previous = &(vertices[i-1]);
+		if(i==(poly->GetNumPoints()-1)) vertices[i].next = &(vertices[0]);
+		else vertices[i].next = &(vertices[i+1]);
+	}
+	for(i=1;i<n;i++) {
+		UpdateVertexReflexity(&(vertices[i]));
+	}
+
+	//init states and visibility
+	for(i=0;i<(n-1);i++) {
+		p1 = poly->GetPoint(i);
+		for(j=i+1;j<n;j++) {
+			dpstates[i][j].visible = true;
+			if(j==i+1) {
+				dpstates[i][j].weight = 0;
+			} else {
+				dpstates[i][j].weight = 2147483647;
+			}
+			if(j!=(i+1)) {
+				p2 = poly->GetPoint(j);
+
+				//visibility check
+				if(!InCone(&vertices[i],p2)) {
+					dpstates[i][j].visible = false;
+					continue;
+				}
+				if(!InCone(&vertices[j],p1)) {
+					dpstates[i][j].visible = false;
+					continue;
+				}
+
+				for(k=0;k<n;k++) {
+					p3 = poly->GetPoint(k);
+					if(k==(n-1)) p4 = poly->GetPoint(0);
+					else p4 = poly->GetPoint(k+1);
+					if(Intersects(p1,p2,p3,p4)) {
+						dpstates[i][j].visible = false;
+						break;
+					}
+				}
+			}
+		}
+	}
+	for(i=0;i<(n-2);i++) {
+		j = i+2;
+		if(dpstates[i][j].visible) {
+			dpstates[i][j].weight = 0;
+			newdiagonal.index1 = i+1;
+			newdiagonal.index2 = i+1;
+			dpstates[i][j].pairs.push_back(newdiagonal);
+		}
+	}
+
+	dpstates[0][n-1].visible = true;
+	vertices[0].isConvex = false; //by convention
+
+	for(gap=3; gap<n; gap++) {
+		for(i=0;i<n-gap;i++) {
+			if(vertices[i].isConvex) continue;
+			k = i+gap;
+			if(dpstates[i][k].visible) {
+				if(!vertices[k].isConvex) {
+					for(j=i+1;j<k;j++) TypeA(i,j,k,vertices,dpstates);
+				} else {
+					for(j=i+1;j<(k-1);j++) {
+						if(vertices[j].isConvex) continue;
+						TypeA(i,j,k,vertices,dpstates);
+					}
+					TypeA(i,k-1,k,vertices,dpstates);
+				}
+			}
+		}
+		for(k=gap;k<n;k++) {
+			if(vertices[k].isConvex) continue;
+			i = k-gap;
+			if((vertices[i].isConvex)&&(dpstates[i][k].visible)) {
+				TypeB(i,i+1,k,vertices,dpstates);
+				for(j=i+2;j<k;j++) {
+					if(vertices[j].isConvex) continue;
+					TypeB(i,j,k,vertices,dpstates);
+				}
+			}
+		}
+	}
+
+
+	//recover solution
+	ret = 1;
+	newdiagonal.index1 = 0;
+	newdiagonal.index2 = n-1;
+	diagonals.push_front(newdiagonal);
+	while(!diagonals.empty()) {
+		diagonal = (diagonals.front()->get());
+		diagonals.pop_front();
+		if((diagonal.index2 - diagonal.index1) <=1) continue;
+		pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
+		if(pairs->empty()) {
+			ret = 0;
+			break;
+		}
+		if(!vertices[diagonal.index1].isConvex) {
+			iter = pairs->back();
+
+			j = iter->get().index2;
+			newdiagonal.index1 = j;
+			newdiagonal.index2 = diagonal.index2;
+			diagonals.push_front(newdiagonal);
+			if((j - diagonal.index1)>1) {
+				if(iter->get().index1 != iter->get().index2) {
+					pairs2 = &(dpstates[diagonal.index1][j].pairs);
+					while(1) {
+						if(pairs2->empty()) {
+							ret = 0;
+							break;
+						}
+						iter2 = pairs2->back();
+
+						if(iter->get().index1 != iter2->get().index1) pairs2->pop_back();
+						else break;
+					}
+					if(ret == 0) break;
+				}
+				newdiagonal.index1 = diagonal.index1;
+				newdiagonal.index2 = j;
+				diagonals.push_front(newdiagonal);
+			}
+		} else {
+			iter = pairs->front();
+			j = iter->get().index1;
+			newdiagonal.index1 = diagonal.index1;
+			newdiagonal.index2 = j;
+			diagonals.push_front(newdiagonal);
+			if((diagonal.index2 - j) > 1) {
+				if(iter->get().index1 != iter->get().index2) {
+					pairs2 = &(dpstates[j][diagonal.index2].pairs);
+					while(1) {
+						if(pairs2->empty()) {
+							ret = 0;
+							break;
+						}
+						iter2 = pairs2->front();
+						if(iter->get().index2 != iter2->get().index2) pairs2->pop_front();
+						else break;
+					}
+					if(ret == 0) break;
+				}
+				newdiagonal.index1 = j;
+				newdiagonal.index2 = diagonal.index2;
+				diagonals.push_front(newdiagonal);
+			}
+		}
+	}
+
+	if(ret == 0) {
+		for(i=0;i<n;i++) {
+			delete [] dpstates[i];
+		}
+		delete [] dpstates;
+		delete [] vertices;
+
+		return ret;
+	}
+
+	newdiagonal.index1 = 0;
+	newdiagonal.index2 = n-1;
+	diagonals.push_front(newdiagonal);
+	while(!diagonals.empty()) {
+		diagonal = (diagonals.front())->get();
+		diagonals.pop_front();
+		if((diagonal.index2 - diagonal.index1) <= 1) continue;
+
+		indices.clear();
+		diagonals2.clear();
+		indices.push_back(diagonal.index1);
+		indices.push_back(diagonal.index2);
+		diagonals2.push_front(diagonal);
+
+		while(!diagonals2.empty()) {
+			diagonal = (diagonals2.front()->get());
+			diagonals2.pop_front();
+			if((diagonal.index2 - diagonal.index1) <= 1) continue;
+			ijreal = true;
+			jkreal = true;
+			pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
+			if(!vertices[diagonal.index1].isConvex) {
+				iter = pairs->back();
+				j = iter->get().index2;
+				if(iter->get().index1 != iter->get().index2) ijreal = false;
+			} else {
+				iter = pairs->front();
+				j = iter->get().index1;
+				if(iter->get().index1 != iter->get().index2) jkreal = false;
+			}
+
+			newdiagonal.index1 = diagonal.index1;
+			newdiagonal.index2 = j;
+			if(ijreal) {
+				diagonals.push_back(newdiagonal);
+			} else {
+				diagonals2.push_back(newdiagonal);
+			}
+
+			newdiagonal.index1 = j;
+			newdiagonal.index2 = diagonal.index2;
+			if(jkreal) {
+				diagonals.push_back(newdiagonal);
+			} else {
+				diagonals2.push_back(newdiagonal);
+			}
+
+			indices.push_back(j);
+		}
+
+		indices.sort();
+		newpoly.Init((long)indices.size());
+		k=0;
+		for(iiter = indices.front();iiter;iiter=iiter->next()) {
+			newpoly[k] = vertices[iiter->get()].p;
+			k++;
+		}
+		parts->push_back(newpoly);
+	}
+
+	for(i=0;i<n;i++) {
+		delete [] dpstates[i];
+	}
+	delete [] dpstates;
+	delete [] vertices;
+
+	return ret;
+}
+
+//triangulates a set of polygons by first partitioning them into monotone polygons
+//O(n*log(n)) time complexity, O(n) space complexity
+//the algorithm used here is outlined in the book
+//"Computational Geometry: Algorithms and Applications"
+//by Mark de Berg, Otfried Cheong, Marc van Kreveld and Mark Overmars
+int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *monotonePolys) {
+	List<TriangulatorPoly>::Element *iter;
+	MonotoneVertex *vertices;
+	long i,numvertices,vindex,vindex2,newnumvertices,maxnumvertices;
+	long polystartindex, polyendindex;
+	TriangulatorPoly *poly;
+	MonotoneVertex *v,*v2,*vprev,*vnext;
+	ScanLineEdge newedge;
+	bool error = false;
+
+	numvertices = 0;
+	for(iter = inpolys->front(); iter ; iter=iter->next()) {
+		numvertices += iter->get().GetNumPoints();
+	}
+
+	maxnumvertices = numvertices*3;
+	vertices = new MonotoneVertex[maxnumvertices];
+	newnumvertices = numvertices;
+
+	polystartindex = 0;
+	for(iter = inpolys->front(); iter ; iter=iter->next()) {
+		poly = &(iter->get());
+		polyendindex = polystartindex + poly->GetNumPoints()-1;
+		for(i=0;i<poly->GetNumPoints();i++) {
+			vertices[i+polystartindex].p = poly->GetPoint(i);
+			if(i==0) vertices[i+polystartindex].previous = polyendindex;
+			else vertices[i+polystartindex].previous = i+polystartindex-1;
+			if(i==(poly->GetNumPoints()-1)) vertices[i+polystartindex].next = polystartindex;
+			else vertices[i+polystartindex].next = i+polystartindex+1;
+		}
+		polystartindex = polyendindex+1;
+	}
+
+	//construct the priority queue
+	long *priority = new long [numvertices];
+	for(i=0;i<numvertices;i++) priority[i] = i;
+	SortArray<long,VertexSorter> sorter;
+	sorter.compare.vertices=vertices;
+	sorter.sort(priority,numvertices);
+
+	//determine vertex types
+	char *vertextypes = new char[maxnumvertices];
+	for(i=0;i<numvertices;i++) {
+		v = &(vertices[i]);
+		vprev = &(vertices[v->previous]);
+		vnext = &(vertices[v->next]);
+
+		if(Below(vprev->p,v->p)&&Below(vnext->p,v->p)) {
+			if(IsConvex(vnext->p,vprev->p,v->p)) {
+				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_START;
+			} else {
+				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_SPLIT;
+			}
+		} else if(Below(v->p,vprev->p)&&Below(v->p,vnext->p)) {
+			if(IsConvex(vnext->p,vprev->p,v->p))
+			{
+				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_END;
+			} else {
+				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_MERGE;
+			}
+		} else {
+			vertextypes[i] = TRIANGULATOR_VERTEXTYPE_REGULAR;
+		}
+	}
+
+	//helpers
+	long *helpers = new long[maxnumvertices];
+
+	//binary search tree that holds edges intersecting the scanline
+	//note that while set doesn't actually have to be implemented as a tree
+	//complexity requirements for operations are the same as for the balanced binary search tree
+	Set<ScanLineEdge> edgeTree;
+	//store iterators to the edge tree elements
+	//this makes deleting existing edges much faster
+	Set<ScanLineEdge>::Element **edgeTreeIterators,*edgeIter;
+	edgeTreeIterators = new Set<ScanLineEdge>::Element*[maxnumvertices];
+//	Pair<Set<ScanLineEdge>::Element*,bool> edgeTreeRet;
+	for(i = 0; i<numvertices; i++) edgeTreeIterators[i] = NULL;
+
+	//for each vertex
+	for(i=0;i<numvertices;i++) {
+		vindex = priority[i];
+		v = &(vertices[vindex]);
+		vindex2 = vindex;
+		v2 = v;
+
+		//depending on the vertex type, do the appropriate action
+		//comments in the following sections are copied from "Computational Geometry: Algorithms and Applications"
+		switch(vertextypes[vindex]) {
+			case TRIANGULATOR_VERTEXTYPE_START:
+				//Insert ei in T and set helper(ei) to vi.
+				newedge.p1 = v->p;
+				newedge.p2 = vertices[v->next].p;
+				newedge.index = vindex;
+				edgeTreeIterators[vindex] = edgeTree.insert(newedge);
+				helpers[vindex] = vindex;
+				break;
+
+			case TRIANGULATOR_VERTEXTYPE_END:
+				//if helper(ei-1) is a merge vertex
+				if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+					//Insert the diagonal connecting vi to helper(ei-1) in D.
+					AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
+							vertextypes, edgeTreeIterators, &edgeTree, helpers);
+				}
+				//Delete ei-1 from T
+				edgeTree.erase(edgeTreeIterators[v->previous]);
+				break;
+
+			case TRIANGULATOR_VERTEXTYPE_SPLIT:
+				//Search in T to find the edge e j directly left of vi.
+				newedge.p1 = v->p;
+				newedge.p2 = v->p;
+				edgeIter = edgeTree.lower_bound(newedge);
+				if(edgeIter == edgeTree.front()) {
+					error = true;
+					break;
+				}
+				edgeIter=edgeIter->prev();
+				//Insert the diagonal connecting vi to helper(ej) in D.
+				AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
+						vertextypes, edgeTreeIterators, &edgeTree, helpers);
+				vindex2 = newnumvertices-2;
+				v2 = &(vertices[vindex2]);
+				//helper(e j)�vi
+				helpers[edgeIter->get().index] = vindex;
+				//Insert ei in T and set helper(ei) to vi.
+				newedge.p1 = v2->p;
+				newedge.p2 = vertices[v2->next].p;
+				newedge.index = vindex2;
+
+				edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
+				helpers[vindex2] = vindex2;
+				break;
+
+			case TRIANGULATOR_VERTEXTYPE_MERGE:
+				//if helper(ei-1) is a merge vertex
+				if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+					//Insert the diagonal connecting vi to helper(ei-1) in D.
+					AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
+							vertextypes, edgeTreeIterators, &edgeTree, helpers);
+					vindex2 = newnumvertices-2;
+					v2 = &(vertices[vindex2]);
+				}
+				//Delete ei-1 from T.
+				edgeTree.erase(edgeTreeIterators[v->previous]);
+				//Search in T to find the edge e j directly left of vi.
+				newedge.p1 = v->p;
+				newedge.p2 = v->p;
+				edgeIter = edgeTree.lower_bound(newedge);
+				if(edgeIter == edgeTree.front()) {
+					error = true;
+					break;
+				}
+				edgeIter=edgeIter->prev();
+				//if helper(ej) is a merge vertex
+				if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+					//Insert the diagonal connecting vi to helper(e j) in D.
+					AddDiagonal(vertices,&newnumvertices,vindex2,helpers[edgeIter->get().index],
+							vertextypes, edgeTreeIterators, &edgeTree, helpers);
+				}
+				//helper(e j)�vi
+				helpers[edgeIter->get().index] = vindex2;
+				break;
+
+			case TRIANGULATOR_VERTEXTYPE_REGULAR:
+				//if the interior of P lies to the right of vi
+				if(Below(v->p,vertices[v->previous].p)) {
+					//if helper(ei-1) is a merge vertex
+					if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+						//Insert the diagonal connecting vi to helper(ei-1) in D.
+						AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
+								vertextypes, edgeTreeIterators, &edgeTree, helpers);
+						vindex2 = newnumvertices-2;
+						v2 = &(vertices[vindex2]);
+					}
+					//Delete ei-1 from T.
+					edgeTree.erase(edgeTreeIterators[v->previous]);
+					//Insert ei in T and set helper(ei) to vi.
+					newedge.p1 = v2->p;
+					newedge.p2 = vertices[v2->next].p;
+					newedge.index = vindex2;
+					edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
+					helpers[vindex2] = vindex;
+				} else {
+					//Search in T to find the edge ej directly left of vi.
+					newedge.p1 = v->p;
+					newedge.p2 = v->p;
+					edgeIter = edgeTree.lower_bound(newedge);
+					if(edgeIter == edgeTree.front()) {
+						error = true;
+						break;
+					}
+					edgeIter=edgeIter->prev();
+					//if helper(ej) is a merge vertex
+					if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+						//Insert the diagonal connecting vi to helper(e j) in D.
+						AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
+								vertextypes, edgeTreeIterators, &edgeTree, helpers);
+					}
+					//helper(e j)�vi
+					helpers[edgeIter->get().index] = vindex;
+				}
+				break;
+		}
+
+		if(error) break;
+	}
+
+	char *used = new char[newnumvertices];
+	memset(used,0,newnumvertices*sizeof(char));
+
+	if(!error) {
+		//return result
+		long size;
+		TriangulatorPoly mpoly;
+		for(i=0;i<newnumvertices;i++) {
+			if(used[i]) continue;
+			v = &(vertices[i]);
+			vnext = &(vertices[v->next]);
+			size = 1;
+			while(vnext!=v) {
+				vnext = &(vertices[vnext->next]);
+				size++;
+			}
+			mpoly.Init(size);
+			v = &(vertices[i]);
+			mpoly[0] = v->p;
+			vnext = &(vertices[v->next]);
+			size = 1;
+			used[i] = 1;
+			used[v->next] = 1;
+			while(vnext!=v) {
+				mpoly[size] = vnext->p;
+				used[vnext->next] = 1;
+				vnext = &(vertices[vnext->next]);
+				size++;
+			}
+			monotonePolys->push_back(mpoly);
+		}
+	}
+
+	//cleanup
+	delete [] vertices;
+	delete [] priority;
+	delete [] vertextypes;
+	delete [] edgeTreeIterators;
+	delete [] helpers;
+	delete [] used;
+
+	if(error) {
+		return 0;
+	} else {
+		return 1;
+	}
+}
+
+//adds a diagonal to the doubly-connected list of vertices
+void TriangulatorPartition::AddDiagonal(MonotoneVertex *vertices, long *numvertices, long index1, long index2,
+					char *vertextypes, Set<ScanLineEdge>::Element **edgeTreeIterators,
+					Set<ScanLineEdge> *edgeTree, long *helpers)
+{
+	long newindex1,newindex2;
+
+	newindex1 = *numvertices;
+	(*numvertices)++;
+	newindex2 = *numvertices;
+	(*numvertices)++;
+
+	vertices[newindex1].p = vertices[index1].p;
+	vertices[newindex2].p = vertices[index2].p;
+
+	vertices[newindex2].next = vertices[index2].next;
+	vertices[newindex1].next = vertices[index1].next;
+
+	vertices[vertices[index2].next].previous = newindex2;
+	vertices[vertices[index1].next].previous = newindex1;
+
+	vertices[index1].next = newindex2;
+	vertices[newindex2].previous = index1;
+
+	vertices[index2].next = newindex1;
+	vertices[newindex1].previous = index2;
+
+	//update all relevant structures
+	vertextypes[newindex1] = vertextypes[index1];
+	edgeTreeIterators[newindex1] = edgeTreeIterators[index1];
+	helpers[newindex1] = helpers[index1];
+	if(edgeTreeIterators[newindex1] != NULL)
+		edgeTreeIterators[newindex1]->get().index = newindex1;
+	vertextypes[newindex2] = vertextypes[index2];
+	edgeTreeIterators[newindex2] = edgeTreeIterators[index2];
+	helpers[newindex2] = helpers[index2];
+	if(edgeTreeIterators[newindex2] != NULL)
+		edgeTreeIterators[newindex2]->get().index = newindex2;
+}
+
+bool TriangulatorPartition::Below(Vector2 &p1, Vector2 &p2) {
+	if(p1.y < p2.y) return true;
+	else if(p1.y == p2.y) {
+		if(p1.x < p2.x) return true;
+	}
+	return false;
+}
+
+
+
+
+
+//sorts in the falling order of y values, if y is equal, x is used instead
+bool TriangulatorPartition::VertexSorter::operator() (long index1, long index2) const {
+	if(vertices[index1].p.y > vertices[index2].p.y) return true;
+	else if(vertices[index1].p.y == vertices[index2].p.y) {
+		if(vertices[index1].p.x > vertices[index2].p.x) return true;
+	}
+	return false;
+}
+
+bool TriangulatorPartition::ScanLineEdge::IsConvex(const Vector2& p1, const Vector2& p2, const Vector2& p3) const {
+	real_t tmp;
+	tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
+	if(tmp>0) return 1;
+	else return 0;
+}
+
+bool TriangulatorPartition::ScanLineEdge::operator < (const ScanLineEdge & other) const {
+	if(other.p1.y == other.p2.y) {
+		if(p1.y == p2.y) {
+			if(p1.y < other.p1.y) return true;
+			else return false;
+		}
+		if(IsConvex(p1,p2,other.p1)) return true;
+		else return false;
+	} else if(p1.y == p2.y) {
+		if(IsConvex(other.p1,other.p2,p1)) return false;
+		else return true;
+	} else if(p1.y < other.p1.y) {
+		if(IsConvex(other.p1,other.p2,p1)) return false;
+		else return true;
+	} else {
+		if(IsConvex(p1,p2,other.p1)) return true;
+		else return false;
+	}
+}
+
+//triangulates monotone polygon
+//O(n) time, O(n) space complexity
+int TriangulatorPartition::TriangulateMonotone(TriangulatorPoly *inPoly, List<TriangulatorPoly> *triangles) {
+	long i,i2,j,topindex,bottomindex,leftindex,rightindex,vindex;
+	Vector2 *points;
+	long numpoints;
+	TriangulatorPoly triangle;
+
+	numpoints = inPoly->GetNumPoints();
+	points = inPoly->GetPoints();
+
+	//trivial calses
+	if(numpoints < 3) return 0;
+	if(numpoints == 3) {
+		triangles->push_back(*inPoly);
+	}
+
+	topindex = 0; bottomindex=0;
+	for(i=1;i<numpoints;i++) {
+		if(Below(points[i],points[bottomindex])) bottomindex = i;
+		if(Below(points[topindex],points[i])) topindex = i;
+	}
+
+	//check if the poly is really monotone
+	i = topindex;
+	while(i!=bottomindex) {
+		i2 = i+1; if(i2>=numpoints) i2 = 0;
+		if(!Below(points[i2],points[i])) return 0;
+		i = i2;
+	}
+	i = bottomindex;
+	while(i!=topindex) {
+		i2 = i+1; if(i2>=numpoints) i2 = 0;
+		if(!Below(points[i],points[i2])) return 0;
+		i = i2;
+	}
+
+	char *vertextypes = new char[numpoints];
+	long *priority = new long[numpoints];
+
+	//merge left and right vertex chains
+	priority[0] = topindex;
+	vertextypes[topindex] = 0;
+	leftindex = topindex+1; if(leftindex>=numpoints) leftindex = 0;
+	rightindex = topindex-1; if(rightindex<0) rightindex = numpoints-1;
+	for(i=1;i<(numpoints-1);i++) {
+		if(leftindex==bottomindex) {
+			priority[i] = rightindex;
+			rightindex--; if(rightindex<0) rightindex = numpoints-1;
+			vertextypes[priority[i]] = -1;
+		} else if(rightindex==bottomindex) {
+			priority[i] = leftindex;
+			leftindex++;  if(leftindex>=numpoints) leftindex = 0;
+			vertextypes[priority[i]] = 1;
+		} else {
+			if(Below(points[leftindex],points[rightindex])) {
+				priority[i] = rightindex;
+				rightindex--; if(rightindex<0) rightindex = numpoints-1;
+				vertextypes[priority[i]] = -1;
+			} else {
+				priority[i] = leftindex;
+				leftindex++;  if(leftindex>=numpoints) leftindex = 0;
+				vertextypes[priority[i]] = 1;
+			}
+		}
+	}
+	priority[i] = bottomindex;
+	vertextypes[bottomindex] = 0;
+
+	long *stack = new long[numpoints];
+	long stackptr = 0;
+
+	stack[0] = priority[0];
+	stack[1] = priority[1];
+	stackptr = 2;
+
+	//for each vertex from top to bottom trim as many triangles as possible
+	for(i=2;i<(numpoints-1);i++) {
+		vindex = priority[i];
+		if(vertextypes[vindex]!=vertextypes[stack[stackptr-1]]) {
+			for(j=0;j<(stackptr-1);j++) {
+				if(vertextypes[vindex]==1) {
+					triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
+				} else {
+					triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
+				}
+				triangles->push_back(triangle);
+			}
+			stack[0] = priority[i-1];
+			stack[1] = priority[i];
+			stackptr = 2;
+		} else {
+			stackptr--;
+			while(stackptr>0) {
+				if(vertextypes[vindex]==1) {
+					if(IsConvex(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]])) {
+						triangle.Triangle(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]]);
+						triangles->push_back(triangle);
+						stackptr--;
+					} else {
+						break;
+					}
+				} else {
+					if(IsConvex(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]])) {
+						triangle.Triangle(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]]);
+						triangles->push_back(triangle);
+						stackptr--;
+					} else {
+						break;
+					}
+				}
+			}
+			stackptr++;
+			stack[stackptr] = vindex;
+			stackptr++;
+		}
+	}
+	vindex = priority[i];
+	for(j=0;j<(stackptr-1);j++) {
+		if(vertextypes[stack[j+1]]==1) {
+			triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
+		} else {
+			triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
+		}
+		triangles->push_back(triangle);
+	}
+
+	delete [] priority;
+	delete [] vertextypes;
+	delete [] stack;
+
+	return 1;
+}
+
+int TriangulatorPartition::Triangulate_MONO(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
+	List<TriangulatorPoly> monotone;
+	List<TriangulatorPoly>::Element* iter;
+
+	if(!MonotonePartition(inpolys,&monotone)) return 0;
+	for(iter = monotone.front(); iter;iter=iter->next()) {
+		if(!TriangulateMonotone(&(iter->get()),triangles)) return 0;
+	}
+	return 1;
+}
+
+int TriangulatorPartition::Triangulate_MONO(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
+	List<TriangulatorPoly> polys;
+	polys.push_back(*poly);
+
+	return Triangulate_MONO(&polys, triangles);
+}

+ 306 - 0
core/math/triangulator.h

@@ -0,0 +1,306 @@
+//Copyright (C) 2011 by Ivan Fratric
+//
+//Permission is hereby granted, free of charge, to any person obtaining a copy
+//of this software and associated documentation files (the "Software"), to deal
+//in the Software without restriction, including without limitation the rights
+//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+//copies of the Software, and to permit persons to whom the Software is
+//furnished to do so, subject to the following conditions:
+//
+//The above copyright notice and this permission notice shall be included in
+//all copies or substantial portions of the Software.
+//
+//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+//THE SOFTWARE.
+
+#ifndef TRIANGULATOR_H
+#define TRIANGULATOR_H
+
+#include "math_2d.h"
+#include "list.h"
+#include "set.h"
+//2D point structure
+
+
+#define TRIANGULATOR_CCW 1
+#define TRIANGULATOR_CW -1
+//Polygon implemented as an array of points with a 'hole' flag
+class TriangulatorPoly {
+protected:
+
+
+
+	Vector2 *points;
+	long numpoints;
+	bool hole;
+
+public:
+
+	//constructors/destructors
+	TriangulatorPoly();
+	~TriangulatorPoly();
+
+	TriangulatorPoly(const TriangulatorPoly &src);
+	TriangulatorPoly& operator=(const TriangulatorPoly &src);
+
+	//getters and setters
+	long GetNumPoints() {
+		return numpoints;
+	}
+
+	bool IsHole() {
+		return hole;
+	}
+
+	void SetHole(bool hole) {
+		this->hole = hole;
+	}
+
+	Vector2 &GetPoint(long i) {
+		return points[i];
+	}
+
+	Vector2 *GetPoints() {
+		return points;
+	}
+
+	Vector2& operator[] (int i) {
+		return points[i];
+	}
+
+	//clears the polygon points
+	void Clear();
+
+	//inits the polygon with numpoints vertices
+	void Init(long numpoints);
+
+	//creates a triangle with points p1,p2,p3
+	void Triangle(Vector2 &p1, Vector2 &p2, Vector2 &p3);
+
+	//inverts the orfer of vertices
+	void Invert();
+
+	//returns the orientation of the polygon
+	//possible values:
+	//   Triangulator_CCW : polygon vertices are in counter-clockwise order
+	//   Triangulator_CW : polygon vertices are in clockwise order
+	//       0 : the polygon has no (measurable) area
+	int GetOrientation();
+
+	//sets the polygon orientation
+	//orientation can be
+	//   Triangulator_CCW : sets vertices in counter-clockwise order
+	//   Triangulator_CW : sets vertices in clockwise order
+	void SetOrientation(int orientation);
+};
+
+class TriangulatorPartition {
+protected:
+	struct PartitionVertex {
+		bool isActive;
+		bool isConvex;
+		bool isEar;
+
+		Vector2 p;
+		real_t angle;
+		PartitionVertex *previous;
+		PartitionVertex *next;
+	};
+
+	struct MonotoneVertex {
+		Vector2 p;
+		long previous;
+		long next;
+	};
+
+	struct VertexSorter{
+		mutable MonotoneVertex *vertices;
+		bool operator() (long index1, long index2) const;
+	};
+
+	struct Diagonal {
+		long index1;
+		long index2;
+	};
+
+	//dynamic programming state for minimum-weight triangulation
+	struct DPState {
+		bool visible;
+		real_t weight;
+		long bestvertex;
+	};
+
+	//dynamic programming state for convex partitioning
+	struct DPState2 {
+		bool visible;
+		long weight;
+		List<Diagonal> pairs;
+	};
+
+	//edge that intersects the scanline
+	struct ScanLineEdge {
+		mutable long index;
+		Vector2 p1;
+		Vector2 p2;
+
+		//determines if the edge is to the left of another edge
+		bool operator< (const ScanLineEdge & other) const;
+
+		bool IsConvex(const Vector2& p1, const Vector2& p2, const Vector2& p3) const;
+	};
+
+	//standard helper functions
+	bool IsConvex(Vector2& p1, Vector2& p2, Vector2& p3);
+	bool IsReflex(Vector2& p1, Vector2& p2, Vector2& p3);
+	bool IsInside(Vector2& p1, Vector2& p2, Vector2& p3, Vector2 &p);
+
+	bool InCone(Vector2 &p1, Vector2 &p2, Vector2 &p3, Vector2 &p);
+	bool InCone(PartitionVertex *v, Vector2 &p);
+
+	int Intersects(Vector2 &p11, Vector2 &p12, Vector2 &p21, Vector2 &p22);
+
+	Vector2 Normalize(const Vector2 &p);
+	real_t Distance(const Vector2 &p1, const Vector2 &p2);
+
+	//helper functions for Triangulate_EC
+	void UpdateVertexReflexity(PartitionVertex *v);
+	void UpdateVertex(PartitionVertex *v,PartitionVertex *vertices, long numvertices);
+
+	//helper functions for ConvexPartition_OPT
+	void UpdateState(long a, long b, long w, long i, long j, DPState2 **dpstates);
+	void TypeA(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates);
+	void TypeB(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates);
+
+	//helper functions for MonotonePartition
+	bool Below(Vector2 &p1, Vector2 &p2);
+	void AddDiagonal(MonotoneVertex *vertices, long *numvertices, long index1, long index2,
+			 char *vertextypes, Set<ScanLineEdge>::Element **edgeTreeIterators,
+			 Set<ScanLineEdge> *edgeTree, long *helpers);
+
+	//triangulates a monotone polygon, used in Triangulate_MONO
+	int TriangulateMonotone(TriangulatorPoly *inPoly, List<TriangulatorPoly> *triangles);
+
+public:
+
+	//simple heuristic procedure for removing holes from a list of polygons
+	//works by creating a diagonal from the rightmost hole vertex to some visible vertex
+	//time complexity: O(h*(n^2)), h is the number of holes, n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   inpolys : a list of polygons that can contain holes
+	//             vertices of all non-hole polys have to be in counter-clockwise order
+	//             vertices of all hole polys have to be in clockwise order
+	//   outpolys : a list of polygons without holes
+	//returns 1 on success, 0 on failure
+	int RemoveHoles(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *outpolys);
+
+	//triangulates a polygon by ear clipping
+	//time complexity O(n^2), n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   poly : an input polygon to be triangulated
+	//          vertices have to be in counter-clockwise order
+	//   triangles : a list of triangles (result)
+	//returns 1 on success, 0 on failure
+	int Triangulate_EC(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles);
+
+	//triangulates a list of polygons that may contain holes by ear clipping algorithm
+	//first calls RemoveHoles to get rid of the holes, and then Triangulate_EC for each resulting polygon
+	//time complexity: O(h*(n^2)), h is the number of holes, n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   inpolys : a list of polygons to be triangulated (can contain holes)
+	//             vertices of all non-hole polys have to be in counter-clockwise order
+	//             vertices of all hole polys have to be in clockwise order
+	//   triangles : a list of triangles (result)
+	//returns 1 on success, 0 on failure
+	int Triangulate_EC(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles);
+
+	//creates an optimal polygon triangulation in terms of minimal edge length
+	//time complexity: O(n^3), n is the number of vertices
+	//space complexity: O(n^2)
+	//params:
+	//   poly : an input polygon to be triangulated
+	//          vertices have to be in counter-clockwise order
+	//   triangles : a list of triangles (result)
+	//returns 1 on success, 0 on failure
+	int Triangulate_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles);
+
+	//triangulates a polygons by firstly partitioning it into monotone polygons
+	//time complexity: O(n*log(n)), n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   poly : an input polygon to be triangulated
+	//          vertices have to be in counter-clockwise order
+	//   triangles : a list of triangles (result)
+	//returns 1 on success, 0 on failure
+	int Triangulate_MONO(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles);
+
+	//triangulates a list of polygons by firstly partitioning them into monotone polygons
+	//time complexity: O(n*log(n)), n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   inpolys : a list of polygons to be triangulated (can contain holes)
+	//             vertices of all non-hole polys have to be in counter-clockwise order
+	//             vertices of all hole polys have to be in clockwise order
+	//   triangles : a list of triangles (result)
+	//returns 1 on success, 0 on failure
+	int Triangulate_MONO(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles);
+
+	//creates a monotone partition of a list of polygons that can contain holes
+	//time complexity: O(n*log(n)), n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   inpolys : a list of polygons to be triangulated (can contain holes)
+	//             vertices of all non-hole polys have to be in counter-clockwise order
+	//             vertices of all hole polys have to be in clockwise order
+	//   monotonePolys : a list of monotone polygons (result)
+	//returns 1 on success, 0 on failure
+	int MonotonePartition(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *monotonePolys);
+
+	//partitions a polygon into convex polygons by using Hertel-Mehlhorn algorithm
+	//the algorithm gives at most four times the number of parts as the optimal algorithm
+	//however, in practice it works much better than that and often gives optimal partition
+	//uses triangulation obtained by ear clipping as intermediate result
+	//time complexity O(n^2), n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   poly : an input polygon to be partitioned
+	//          vertices have to be in counter-clockwise order
+	//   parts : resulting list of convex polygons
+	//returns 1 on success, 0 on failure
+	int ConvexPartition_HM(TriangulatorPoly *poly, List<TriangulatorPoly> *parts);
+
+	//partitions a list of polygons into convex parts by using Hertel-Mehlhorn algorithm
+	//the algorithm gives at most four times the number of parts as the optimal algorithm
+	//however, in practice it works much better than that and often gives optimal partition
+	//uses triangulation obtained by ear clipping as intermediate result
+	//time complexity O(n^2), n is the number of vertices
+	//space complexity: O(n)
+	//params:
+	//   inpolys : an input list of polygons to be partitioned
+	//             vertices of all non-hole polys have to be in counter-clockwise order
+	//             vertices of all hole polys have to be in clockwise order
+	//   parts : resulting list of convex polygons
+	//returns 1 on success, 0 on failure
+	int ConvexPartition_HM(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *parts);
+
+	//optimal convex partitioning (in terms of number of resulting convex polygons)
+	//using the Keil-Snoeyink algorithm
+	//M. Keil, J. Snoeyink, "On the time bound for convex decomposition of simple polygons", 1998
+	//time complexity O(n^3), n is the number of vertices
+	//space complexity: O(n^3)
+	//   poly : an input polygon to be partitioned
+	//          vertices have to be in counter-clockwise order
+	//   parts : resulting list of convex polygons
+	//returns 1 on success, 0 on failure
+	int ConvexPartition_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *parts);
+};
+
+
+#endif

+ 2 - 0
core/os/input.cpp

@@ -62,6 +62,8 @@ void Input::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_mouse_mode","mode"),&Input::set_mouse_mode);
 	ObjectTypeDB::bind_method(_MD("get_mouse_mode"),&Input::get_mouse_mode);
 	ObjectTypeDB::bind_method(_MD("warp_mouse_pos","to"),&Input::warp_mouse_pos);
+	ObjectTypeDB::bind_method(_MD("action_press"),&Input::action_press);
+	ObjectTypeDB::bind_method(_MD("action_release"),&Input::action_release);
 
 	BIND_CONSTANT( MOUSE_MODE_VISIBLE );
 	BIND_CONSTANT( MOUSE_MODE_HIDDEN );

+ 1 - 1
core/resource.cpp

@@ -130,7 +130,7 @@ void ResourceImportMetadata::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("set_editor","name"),&ResourceImportMetadata::set_editor);
 	ObjectTypeDB::bind_method(_MD("get_editor"),&ResourceImportMetadata::get_editor);
-	ObjectTypeDB::bind_method(_MD("add_source","path","md5"),&ResourceImportMetadata::add_source);
+	ObjectTypeDB::bind_method(_MD("add_source","path","md5"),&ResourceImportMetadata::add_source, "");
 	ObjectTypeDB::bind_method(_MD("get_source_path","idx"),&ResourceImportMetadata::get_source_path);
 	ObjectTypeDB::bind_method(_MD("get_source_md5","idx"),&ResourceImportMetadata::get_source_md5);
 	ObjectTypeDB::bind_method(_MD("remove_source","idx"),&ResourceImportMetadata::remove_source);

+ 37 - 0
core/set.h

@@ -249,6 +249,37 @@ private:
 		return (node!=_data._nil)?node:NULL;
 	}
 
+	Element *_lower_bound(const T& p_value) const {
+
+		Element *node = _data._root->left;
+		Element *prev = NULL;
+		C less;
+
+		while(node!=_data._nil) {
+			prev=node;
+
+			if (less(p_value,node->value))
+				node=node->left;
+			else if (less(node->value,p_value))
+				node=node->right;
+			else
+				break; // found
+		}
+
+		if (node==_data._nil) {
+			if (prev==NULL)
+				return NULL;
+			if (less(prev->value,p_value)) {
+
+				prev=prev->_next;
+			}
+
+			return prev;
+
+		} else
+			return node;
+	}
+
 
 	Element *_insert(const T& p_value, bool& r_exists) {
 		
@@ -582,6 +613,12 @@ public:
 		
 		return e;
 	}
+
+	Element *lower_bound(const T& p_value) const {
+
+		return _lower_bound(p_value);
+	}
+
 	
 	inline int size() const { return _data.size_cache; }
 	int calculate_depth() const {

+ 292 - 4
core/ustring.cpp

@@ -34,6 +34,7 @@
 #include "io/md5.h"
 #include "ucaps.h"
 #include "color.h"
+#include "variant.h"
 #define MAX_DIGITS 6
 #define UPPERCASE(m_c) (((m_c)>='a' && (m_c)<='z')?((m_c)-('a'-'A')):(m_c))
 #define LOWERCASE(m_c) (((m_c)>='A' && (m_c)<='Z')?((m_c)+('a'-'A')):(m_c))
@@ -981,7 +982,7 @@ String String::num(double p_num,int p_decimals) {
 
 }
 
-String String::num_int64(int64_t p_num) {
+String String::num_int64(int64_t p_num, int base, bool capitalize_hex) {
 
 	bool sign=p_num<0;
 	int64_t num=ABS(p_num);
@@ -990,7 +991,7 @@ String String::num_int64(int64_t p_num) {
 
 	int chars=0;
 	do {
-		n/=10;
+		n/=base;
 		chars++;
 	} while(n);
 
@@ -1002,8 +1003,15 @@ String String::num_int64(int64_t p_num) {
 	c[chars]=0;
 	n=num;
 	do {
-		c[--chars]='0'+(n%10);
-		n/=10;
+		int mod = n%base;
+		if (mod >= 10) {
+			char a = (capitalize_hex ? 'A' : 'a');
+			c[--chars]=a+(mod - 10);
+		} else {
+			c[--chars]='0'+mod;
+		}
+
+		n/=base;
 	} while(n);
 
 	if (sign)
@@ -3518,4 +3526,284 @@ String rtoss(double p_val) {
 	return String::num_scientific(p_val);
 }
 
+// Right-pad with a character.
+String String::rpad(int min_length, const String& character) const {
+	String s = *this;
+	int padding = min_length - s.length();
+	if (padding > 0) {
+		for (int i = 0; i < padding; i++) s = s + character;
+	}
+
+	return s;
+}
+// Left-pad with a character.
+String String::lpad(int min_length, const String& character) const {
+	String s = *this;
+	int padding = min_length - s.length();
+	if (padding > 0) {
+		for (int i = 0; i < padding; i++) s = character + s;
+	}
+
+	return s;
+}
+
+// sprintf is implemented in GDScript via:
+//   "fish %s pie" % "frog"
+//   "fish %s %d pie" % ["frog", 12]
+String String::sprintf(const Array& values) const {
+
+	String formatted;
+	CharType* self = (CharType*)c_str();
+	int num_items = values.size();
+	bool in_format = false;
+	int value_index = 0;
+	int min_chars;
+	int min_decimals;
+	bool in_decimals;
+	bool pad_with_zeroes;
+	bool left_justified;
+	bool show_sign;
+
+
+	for (; *self; self++) {
+		const CharType c = *self;
+
+		if (in_format) { // We have % - lets see what else we get.
+			switch (c) {
+				case '%': { // Replace %% with %
+					formatted += chr(c);
+					in_format = false;
+					break;
+				}
+				case 'd': // Integer (signed)
+				case 'o': // Octal
+				case 'x': // Hexadecimal (lowercase)
+				case 'X': { // Hexadecimal (uppercase)
+					if (value_index >= values.size()) {
+						ERR_EXPLAIN("not enough arguments for format string");
+						ERR_FAIL_V("");
+					}
+
+					if (!values[value_index].is_num()) {
+						ERR_EXPLAIN("a number is required");
+						ERR_FAIL_V("");
+					}
+					
+					int64_t value = values[value_index];
+					int base;
+					bool capitalize = false;
+					switch (c) {
+						case 'd': base = 10; break;
+						case 'o': base = 8; break;
+						case 'x': base = 16; break;
+						case 'X': base = 16; capitalize = true; break;
+					}
+					// Get basic number.
+					String str = String::num_int64(value, base, capitalize);
+
+					// Sign.
+					if (show_sign && value >= 0) {
+						str = str.insert(0, "+");
+					}
+
+					// Padding.
+					String pad_char = pad_with_zeroes ? String("0") : String(" ");
+					if (left_justified) {
+						str = str.rpad(min_chars, pad_char);
+					} else {
+						str = str.lpad(min_chars, pad_char);
+					}
+
+					formatted += str;
+					++value_index;
+					in_format = false;
+
+					break;
+				}
+				case 'f': { // Float
+					if (value_index >= values.size()) {
+						ERR_EXPLAIN("not enough arguments for format string");
+						ERR_FAIL_V("");
+					}
+
+					if (!values[value_index].is_num()) {
+						ERR_EXPLAIN("a number is required");
+						ERR_FAIL_V("");
+					}
+
+					double value = values[value_index];
+					String str = String::num(value, min_decimals);
+
+					// Pad decimals out.
+					str = str.pad_decimals(min_decimals);
+
+					// Show sign
+					if (show_sign && value >= 0) {
+						str = str.insert(0, "+");
+					}
+
+					// Padding
+					if (left_justified) {
+						str = str.rpad(min_chars);
+					} else {
+						str = str.lpad(min_chars);
+					}
+
+					formatted += str;
+					++value_index;
+					in_format = false;
+					
+					break;
+				}
+				case 's': { // String
+					if (value_index >= values.size()) {
+						ERR_EXPLAIN("not enough arguments for format string");
+						ERR_FAIL_V("");
+					}
+
+					String str = values[value_index];
+					// Padding.
+					if (left_justified) {
+						str = str.rpad(min_chars);
+					} else {
+						str = str.lpad(min_chars);
+					}
+
+					formatted += str;
+					++value_index;
+					in_format = false;
+					break;
+				}
+				case 'c': {
+					if (value_index >= values.size()) {
+						ERR_EXPLAIN("not enough arguments for format string");
+						ERR_FAIL_V("");
+					}
+
+					// Convert to character.
+					String str;
+					if (values[value_index].is_num()) {
+						int value = values[value_index];
+						if (value < 0) {
+							ERR_EXPLAIN("unsigned byte integer is lower than maximum")
+							ERR_FAIL_V("");
+						} else if (value > 255) {
+							ERR_EXPLAIN("unsigned byte integer is greater than maximum")
+							ERR_FAIL_V("");
+						}
+						str = chr(values[value_index]);
+					} else if (values[value_index].get_type() == Variant::STRING) {
+						str = values[value_index];
+						if (str.length() != 1) {
+							ERR_EXPLAIN("%c requires number or single-character string");
+							ERR_FAIL_V("");
+						}
+					} else {
+						ERR_EXPLAIN("%c requires number or single-character string");
+						ERR_FAIL_V("");
+					}
+
+					// Padding.
+					if (left_justified) {
+						str = str.rpad(min_chars);
+					} else {
+						str = str.lpad(min_chars);
+					}
 
+					formatted += str;
+					++value_index;
+					in_format = false;
+					break;
+				}
+				case '-': { // Left justify
+					left_justified = true;
+					break;
+				}
+				case '+': { // Show + if positive.
+					show_sign = true;
+					break;
+				}
+				case '0': case '1': case '2': case '3': case '4':
+				case '5': case '6': case '7': case '8': case '9': {
+					int n = c - '0';
+					if (in_decimals) {
+						min_decimals *= 10;
+						min_decimals += n;
+					} else {
+						if (c == '0' && min_chars == 0) {
+							pad_with_zeroes = true;
+						} else {
+							min_chars *= 10;
+							min_chars += n;
+						}
+					}
+					break;
+				}
+				case '.': { // Float separtor.
+					if (in_decimals) {
+						ERR_EXPLAIN("too many decimal points in format");
+						ERR_FAIL_V("");
+					}
+					in_decimals = true;
+					min_decimals = 0; // We want to add the value manually.
+					break;
+				}
+
+				case '*': { // Dyanmic width, based on value.
+					if (value_index >= values.size()) {
+						ERR_EXPLAIN("not enough arguments for format string");
+						ERR_FAIL_V("");
+					}
+
+					if (!values[value_index].is_num()) {
+						ERR_EXPLAIN("* wants number");
+						ERR_FAIL_V("");
+					}
+
+					int size = values[value_index];
+
+					if (in_decimals) {
+						min_decimals = size;
+					} else {
+						min_chars = size;
+					}
+
+					++value_index;
+					break;
+				}
+
+				default: {
+					ERR_EXPLAIN("unsupported format character");
+  					ERR_FAIL_V("");
+  				}
+			}
+		} else { // Not in format string.
+			switch (c) {
+				case '%':
+					in_format = true;
+					// Back to defaults:
+					min_chars = 0;
+					min_decimals = 6;
+					pad_with_zeroes = false;
+					left_justified = false;
+					show_sign = false;
+					in_decimals = false;
+					break;
+				default:
+					formatted += chr(c);
+			}
+		}
+	}
+
+	if (in_format) {
+		ERR_EXPLAIN("incomplete format");
+  		ERR_FAIL_V("");
+	}
+
+	if (value_index != values.size()) {
+		ERR_EXPLAIN("not all arguments converted during string formatting");
+  		ERR_FAIL_V("");
+	}
+
+	return formatted;
+}

+ 6 - 2
core/ustring.h

@@ -31,6 +31,7 @@
 
 #include "typedefs.h"
 #include "vector.h"
+#include "array.h"
 
 /**
 	@author red <red@killy>
@@ -127,10 +128,13 @@ public:
 	String insert(int p_at_pos,String p_string) const;
 	String pad_decimals(int p_digits) const;
 	String pad_zeros(int p_digits) const;
+	String lpad(int min_length,const String& character=" ") const;
+	String rpad(int min_length,const String& character=" ") const;
+	String sprintf(const Array& values) const;
 	static String num(double p_num,int p_decimals=-1);
 	static String num_scientific(double p_num);
 	static String num_real(double p_num);
-	static String num_int64(int64_t p_num);
+	static String num_int64(int64_t p_num,int base=10,bool capitalize_hex=false);
 	static String chr(CharType p_char);
 	static String md5(const uint8_t *p_md5);
 	bool is_numeric() const;
@@ -203,7 +207,7 @@ public:
 	String xml_unescape() const;
 	String c_escape() const;
 	String c_unescape() const;
-
+	
 	String percent_encode() const;
 	String percent_decode() const;
 

+ 26 - 17
core/variant.cpp

@@ -2631,8 +2631,13 @@ Variant Variant::call(const StringName& p_method,VARIANT_ARG_DECLARE) {
 	return ret;
 }
 
+void Variant::construct_from_string(const String& p_string,Variant& r_value,ObjectConstruct p_obj_construct,void *p_construct_ud) {
+
+	r_value=Variant();
+}
 
-String Variant::get_construct_string() const {
+
+String Variant::get_construct_string(ObjectDeConstruct p_obj_deconstruct,void *p_deconstruct_ud) const {
 
 	switch( type ) {
 
@@ -2640,7 +2645,7 @@ String Variant::get_construct_string() const {
 		case BOOL: return _data._bool ? "true" : "false";
 		case INT: return String::num(_data._int);
 		case REAL: return String::num(_data._real);
-		case STRING: return "\""+*reinterpret_cast<const String*>(_data._mem)+"\"";
+		case STRING: return "\""+reinterpret_cast<const String*>(_data._mem)->c_escape()+"\"";
 		case VECTOR2: return "Vector2("+operator Vector2()+")";
 		case RECT2: return "Rect2("+operator Rect2()+")";
 		case MATRIX32: return "Matrix32("+operator Matrix32()+")";
@@ -2651,7 +2656,7 @@ String Variant::get_construct_string() const {
 		case QUAT: return "Quat("+operator Quat()+")";
 		case MATRIX3: return "Matrix3("+operator Matrix3()+")";
 		case TRANSFORM: return "Transform("+operator Transform()+")";
-		case NODE_PATH: return "@\""+operator NodePath()+"\"";
+		case NODE_PATH: return "@\""+String(operator NodePath()).c_escape()+"\"";
 		case INPUT_EVENT: return "InputEvent()";
 		case COLOR: return "Color("+String::num( operator Color().r)+","+String::num( operator Color().g)+","+String::num( operator Color().b)+","+String::num( operator Color().a)+")" ;
 		case DICTIONARY: {
@@ -2667,8 +2672,8 @@ String Variant::get_construct_string() const {
 			for(List<Variant>::Element *E=keys.front();E;E=E->next()) {
 
 				_VariantStrPair sp;
-				sp.key=E->get().get_construct_string();
-				sp.value=d[E->get()].get_construct_string();
+				sp.key=E->get().get_construct_string(p_obj_deconstruct,p_deconstruct_ud);
+				sp.value=d[E->get()].get_construct_string(p_obj_deconstruct,p_deconstruct_ud);
 				pairs.push_back(sp);
 			}
 
@@ -2686,50 +2691,50 @@ String Variant::get_construct_string() const {
 		case VECTOR3_ARRAY: {
 
 			DVector<Vector3> vec = operator DVector<Vector3>();
-			String str="[";
+			String str="Vector3Array([";
 			for(int i=0;i<vec.size();i++) {
 
 				if (i>0)
 					str+=", ";
 				str+=Variant( vec[i] ).get_construct_string();
 			}
-			return str+"]";
+			return str+"])";
 		} break;
 		case STRING_ARRAY: {
 
 			DVector<String> vec = operator DVector<String>();
-			String str="[";
+			String str="StringArray([";
 			for(int i=0;i<vec.size();i++) {
 
 				if (i>0)
 					str+=", ";
 				str=str+=Variant( vec[i] ).get_construct_string();
 			}
-			return str+"]";
+			return str+"])";
 		} break;
 		case INT_ARRAY: {
 
 			DVector<int> vec = operator DVector<int>();
-			String str="[";
+			String str="IntArray([";
 			for(int i=0;i<vec.size();i++) {
 
 				if (i>0)
 					str+=", ";
 				str=str+itos(vec[i]);
 			}
-			return str+"]";
+			return str+"])";
 		} break;
 		case REAL_ARRAY: {
 
 			DVector<real_t> vec = operator DVector<real_t>();
-			String str="[";
+			String str="FloatArray([";
 			for(int i=0;i<vec.size();i++) {
 
 				if (i>0)
 					str+=", ";
 				str=str+rtos(vec[i]);
 			}
-			return str+"]";
+			return str+"])";
 		} break;
 		case ARRAY: {
 
@@ -2738,16 +2743,20 @@ String Variant::get_construct_string() const {
 			for (int i=0; i<arr.size(); i++) {
 				if (i)
 					str+=", ";
-				str += arr[i].get_construct_string();
+				str += arr[i].get_construct_string(p_obj_deconstruct,p_deconstruct_ud);
 			};
 			return str+"]";
 
 		} break;
 		case OBJECT: {
 
-			if (_get_obj().obj)
-				return _get_obj().obj->get_type()+".new()";
-			else
+			if (_get_obj().obj) {
+				if (p_obj_deconstruct) {
+					return "Object(\""+p_obj_deconstruct(Variant(*this),p_deconstruct_ud).c_escape()+")";
+				} else {
+					return _get_obj().obj->get_type()+".new()";
+				}
+			} else
 				return "null";
 
 		} break;

+ 5 - 1
core/variant.h

@@ -419,7 +419,11 @@ public:
 	static bool has_numeric_constant(Variant::Type p_type, const StringName& p_value);
 	static int get_numeric_constant_value(Variant::Type p_type, const StringName& p_value);
 
-	String get_construct_string() const;
+	typedef String (*ObjectDeConstruct)(const Variant& p_object,void *ud);
+	typedef void (*ObjectConstruct)(const String& p_text,void *ud,Variant& r_value);
+
+	String get_construct_string(ObjectDeConstruct p_obj_deconstruct=NULL,void *p_deconstruct_ud=NULL) const;
+	static void construct_from_string(const String& p_string,Variant& r_value,ObjectConstruct p_obj_construct=NULL,void *p_construct_ud=NULL);
 
 	void operator=(const Variant& p_variant); // only this is enough for all the other types
 	Variant(const Variant& p_variant);

+ 2 - 2
core/variant_call.cpp

@@ -1263,8 +1263,8 @@ _VariantCall::addfunc(Variant::m_vtype,Variant::m_ret,_SCS(#m_method),VCALL(m_cl
 	ADDFUNC1(VECTOR2,VECTOR2,Vector2,snapped,VECTOR2,"by",varray());
 	ADDFUNC0(VECTOR2,REAL,Vector2,get_aspect,varray());
 	ADDFUNC1(VECTOR2,REAL,Vector2,dot,VECTOR2,"with",varray());
-	ADDFUNC1(VECTOR2,REAL,Vector2,slide,VECTOR2,"vec",varray());
-	ADDFUNC1(VECTOR2,REAL,Vector2,reflect,VECTOR2,"vec",varray());
+	ADDFUNC1(VECTOR2,VECTOR2,Vector2,slide,VECTOR2,"vec",varray());
+	ADDFUNC1(VECTOR2,VECTOR2,Vector2,reflect,VECTOR2,"vec",varray());
 	//ADDFUNC1(VECTOR2,REAL,Vector2,cross,VECTOR2,"with",varray());
 
 	ADDFUNC0(RECT2,REAL,Rect2,get_area,varray());

+ 433 - 0
core/variant_construct_string.cpp

@@ -0,0 +1,433 @@
+
+#include "variant.h"
+
+class VariantConstruct {
+
+	enum TokenType {
+		TK_CURLY_BRACKET_OPEN,
+		TK_CURLY_BRACKET_CLOSE,
+		TK_BRACKET_OPEN,
+		TK_BRACKET_CLOSE,
+		TK_IDENTIFIER,
+		TK_STRING,
+		TK_NUMBER,
+		TK_COLON,
+		TK_COMMA,
+		TK_EOF,
+		TK_MAX
+	};
+
+	enum Expecting {
+
+		EXPECT_OBJECT,
+		EXPECT_OBJECT_KEY,
+		EXPECT_COLON,
+		EXPECT_OBJECT_VALUE,
+	};
+
+	struct Token {
+
+		TokenType type;
+		Variant value;
+	};
+
+	static const char * tk_name[TK_MAX];
+
+	static String _print_var(const Variant& p_var);
+
+	static Error _get_token(const CharType *p_str,int &index, int p_len,Token& r_token,int &line,String &r_err_str);
+	static Error _parse_value(Variant &value,Token& token,const CharType *p_str,int &index, int p_len,int &line,String &r_err_str,Variant::ObjectConstruct* p_construct,void* p_ud);
+	static Error _parse_array(Array &array,const CharType *p_str,int &index, int p_len,int &line,String &r_err_str,Variant::ObjectConstruct* p_construct,void* p_ud);
+	static Error _parse_dict(Dictionary &object,const CharType *p_str,int &index, int p_len,int &line,String &r_err_str,Variant::ObjectConstruct* p_construct,void* p_ud);
+
+public:
+
+	static Error parse(const String& p_string,Variant& r_ret,String &r_err_str,int &r_err_line,Variant::ObjectConstruct* p_construct,void* p_ud);
+};
+
+
+const char * VariantConstruct::tk_name[TK_MAX] = {
+	"'{'",
+	"'}'",
+	"'['",
+	"']'",
+	"identifier",
+	"string",
+	"number",
+	"':'",
+	"','",
+	"EOF",
+};
+
+
+
+Error VariantConstruct::_get_token(const CharType *p_str, int &idx, int p_len, Token& r_token,int &line,String &r_err_str) {
+
+	while (true) {
+		switch(p_str[idx]) {
+
+			case '\n': {
+
+				line++;
+				idx++;
+				break;
+			};
+			case 0: {
+				r_token.type=TK_EOF;
+				return OK;
+			} break;
+			case '{': {
+
+				r_token.type=TK_CURLY_BRACKET_OPEN;
+				idx++;
+				return OK;
+			};
+			case '}': {
+
+				r_token.type=TK_CURLY_BRACKET_CLOSE;
+				idx++;
+				return OK;
+			};
+			case '[': {
+
+				r_token.type=TK_BRACKET_OPEN;
+				idx++;
+				return OK;
+			};
+			case ']': {
+
+				r_token.type=TK_BRACKET_CLOSE;
+				idx++;
+				return OK;
+			};
+			case ':': {
+
+				r_token.type=TK_COLON;
+				idx++;
+				return OK;
+			};
+			case ',': {
+
+				r_token.type=TK_COMMA;
+				idx++;
+				return OK;
+			};
+			case '"': {
+
+				idx++;
+				String str;
+				while(true) {
+					if (p_str[idx]==0) {
+						r_err_str="Unterminated String";
+						return ERR_PARSE_ERROR;
+					} else if (p_str[idx]=='"') {
+						idx++;
+						break;
+					} else if (p_str[idx]=='\\') {
+						//escaped characters...
+						idx++;
+						CharType next = p_str[idx];
+						if (next==0) {
+							r_err_str="Unterminated String";
+							return  ERR_PARSE_ERROR;
+						}
+						CharType res=0;
+
+						switch(next) {
+
+							case 'b': res=8; break;
+							case 't': res=9; break;
+							case 'n': res=10; break;
+							case 'f': res=12; break;
+							case 'r': res=13; break;
+							case '\"': res='\"'; break;
+							case '\\': res='\\'; break;
+							case '/': res='/'; break; //wtf
+							case 'u': {
+								//hexnumbarh - oct is deprecated
+
+
+								for(int j=0;j<4;j++) {
+									CharType c = p_str[idx+j+1];
+									if (c==0) {
+										r_err_str="Unterminated String";
+										return ERR_PARSE_ERROR;
+									}
+									if (!((c>='0' && c<='9') || (c>='a' && c<='f') || (c>='A' && c<='F'))) {
+
+										r_err_str="Malformed hex constant in string";
+										return ERR_PARSE_ERROR;
+									}
+									CharType v;
+									if (c>='0' && c<='9') {
+										v=c-'0';
+									} else if (c>='a' && c<='f') {
+										v=c-'a';
+										v+=10;
+									} else if (c>='A' && c<='F') {
+										v=c-'A';
+										v+=10;
+									} else {
+										ERR_PRINT("BUG");
+										v=0;
+									}
+
+									res<<=4;
+									res|=v;
+
+
+								}
+								idx+=4; //will add at the end anyway
+
+
+							} break;
+							default: {
+
+								r_err_str="Invalid escape sequence";
+								return ERR_PARSE_ERROR;
+							} break;
+						}
+
+						str+=res;
+
+					} else {
+						if (p_str[idx]=='\n')
+							line++;
+						str+=p_str[idx];
+					}
+					idx++;
+				}
+
+				r_token.type=TK_STRING;
+				r_token.value=str;
+				return OK;
+
+			} break;
+			default: {
+
+				if (p_str[idx]<=32) {
+					idx++;
+					break;
+				}
+
+				if (p_str[idx]=='-' || (p_str[idx]>='0' && p_str[idx]<='9')) {
+					//a number
+					const CharType *rptr;
+					double number = String::to_double(&p_str[idx],&rptr);
+					idx+=(rptr - &p_str[idx]);
+					r_token.type=TK_NUMBER;
+					r_token.value=number;
+					return OK;
+
+				} else if ((p_str[idx]>='A' && p_str[idx]<='Z') || (p_str[idx]>='a' && p_str[idx]<='z')) {
+
+					String id;
+
+					while((p_str[idx]>='A' && p_str[idx]<='Z') || (p_str[idx]>='a' && p_str[idx]<='z')) {
+
+						id+=p_str[idx];
+						idx++;
+					}
+
+					r_token.type=TK_IDENTIFIER;
+					r_token.value=id;
+					return OK;
+				} else {
+					r_err_str="Unexpected character.";
+					return ERR_PARSE_ERROR;
+				}
+			}
+
+		}
+	}
+
+	return ERR_PARSE_ERROR;
+}
+
+
+
+Error VariantConstruct::_parse_value(Variant &value,Token& token,const CharType *p_str,int &index, int p_len,int &line,String &r_err_str,Variant::ObjectConstruct* p_construct,void* p_ud) {
+
+
+	if (token.type==TK_CURLY_BRACKET_OPEN) {
+
+		Dictionary d;
+		Error err = _parse_dict(d,p_str,index,p_len,line,r_err_str,p_construct,p_ud);
+		if (err)
+			return err;
+		value=d;
+		return OK;
+	} else if (token.type==TK_BRACKET_OPEN) {
+
+		Array a;
+		Error err = _parse_array(a,p_str,index,p_len,line,r_err_str,p_construct,p_ud);
+		if (err)
+			return err;
+		value=a;
+		return OK;
+
+	} else if (token.type==TK_IDENTIFIER) {
+
+		String id = token.value;
+		if (id=="true")
+			value=true;
+		else if (id=="false")
+			value=false;
+		else if (id=="null")
+			value=Variant();
+		else {
+			r_err_str="Expected 'true','false' or 'null', got '"+id+"'.";
+			return ERR_PARSE_ERROR;
+		}
+		return OK;
+
+	} else if (token.type==TK_NUMBER) {
+
+		value=token.value;
+		return OK;
+	} else if (token.type==TK_STRING) {
+
+		value=token.value;
+		return OK;
+	} else {
+		r_err_str="Expected value, got "+String(tk_name[token.type])+".";
+		return ERR_PARSE_ERROR;
+	}
+
+	return ERR_PARSE_ERROR;
+}
+
+
+Error VariantConstruct::_parse_array(Array &array,const CharType *p_str,int &index, int p_len,int &line,String &r_err_str,Variant::ObjectConstruct* p_construct,void* p_ud) {
+
+	Token token;
+	bool need_comma=false;
+
+
+	while(index<p_len) {
+
+		Error err = _get_token(p_str,index,p_len,token,line,r_err_str);
+		if (err!=OK)
+			return err;
+
+		if (token.type==TK_BRACKET_CLOSE) {
+
+			return OK;
+		}
+
+		if (need_comma) {
+
+			if (token.type!=TK_COMMA) {
+
+				r_err_str="Expected ','";
+				return ERR_PARSE_ERROR;
+			} else {
+				need_comma=false;
+				continue;
+			}
+		}
+
+		Variant v;
+		err = _parse_value(v,token,p_str,index,p_len,line,r_err_str,p_construct,p_ud);
+		if (err)
+			return err;
+
+		array.push_back(v);
+		need_comma=true;
+
+	}
+
+	return OK;
+
+}
+
+Error VariantConstruct::_parse_dict(Dictionary &dict,const CharType *p_str,int &index, int p_len,int &line,String &r_err_str,Variant::ObjectConstruct* p_construct,void* p_ud) {
+
+	bool at_key=true;
+	Variant key;
+	Token token;
+	bool need_comma=false;
+
+
+	while(index<p_len) {
+
+
+		if (at_key) {
+
+			Error err = _get_token(p_str,index,p_len,token,line,r_err_str);
+			if (err!=OK)
+				return err;
+
+			if (token.type==TK_CURLY_BRACKET_CLOSE) {
+
+				return OK;
+			}
+
+			if (need_comma) {
+
+				if (token.type!=TK_COMMA) {
+
+					r_err_str="Expected '}' or ','";
+					return ERR_PARSE_ERROR;
+				} else {
+					need_comma=false;
+					continue;
+				}
+			}
+
+			err = _parse_value(key,token,p_str,index,p_len,line,r_err_str,p_construct,p_ud);
+
+
+			if (err!=OK)
+				return err;
+
+			err = _get_token(p_str,index,p_len,token,line,r_err_str);
+
+			if (err!=OK)
+				return err;
+
+			if (token.type!=TK_COLON) {
+
+				r_err_str="Expected ':'";
+				return ERR_PARSE_ERROR;
+			}
+			at_key=false;
+		} else {
+
+
+			Error err = _get_token(p_str,index,p_len,token,line,r_err_str);
+			if (err!=OK)
+				return err;
+
+			Variant v;
+			err = _parse_value(v,token,p_str,index,p_len,line,r_err_str,p_construct,p_ud);
+			if (err)
+				return err;
+			dict[key]=v;
+			need_comma=true;
+			at_key=true;
+		}
+	}
+
+	return OK;
+}
+
+
+Error VariantConstruct::parse(const String& p_string,Variant& r_ret,String &r_err_str,int &r_err_line,Variant::ObjectConstruct* p_construct,void* p_ud) {
+
+
+	const CharType *str = p_string.ptr();
+	int idx = 0;
+	int len = p_string.length();
+	Token token;
+	r_err_line=0;
+	String aux_key;
+
+	Error err = _get_token(str,idx,len,token,r_err_line,r_err_str);
+	if (err)
+		return err;
+
+	return _parse_value(r_ret,token,str,idx,len,r_err_line,r_err_str,p_construct,p_ud);
+}
+
+

+ 41 - 0
core/variant_op.cpp

@@ -552,6 +552,9 @@ void Variant::evaluate(const Operator& p_op, const Variant& p_a, const Variant&
 					if (p_b.type==MATRIX32) {
 						_RETURN( *p_a._data._matrix32 * *p_b._data._matrix32 );
 					};
+					if (p_b.type==VECTOR2) {
+						_RETURN( p_a._data._matrix32->xform( *(const Vector2*)p_b._data._mem) );
+					};
 					r_valid=false;
 					return;
 				} break;
@@ -736,6 +739,20 @@ void Variant::evaluate(const Operator& p_op, const Variant& p_a, const Variant&
 				}
 #endif
 				_RETURN( p_a._data._int % p_b._data._int );
+				
+			} else if (p_a.type==STRING) {
+				const String *str=reinterpret_cast<const String*>(p_a._data._mem);
+
+				if (p_b.type==ARRAY) {
+					// e.g. "frog %s %d" % ["fish", 12]
+					const Array *arr=reinterpret_cast<const Array*>(p_b._data._mem);
+					_RETURN(str->sprintf(*arr));
+				} else {
+					// e.g. "frog %d" % 12
+					Array arr;
+					arr.push_back(p_b);
+					_RETURN(str->sprintf(arr));
+				}
 			}
 
 			r_valid=false;
@@ -1687,6 +1704,19 @@ void Variant::set(const Variant& p_index, const Variant& p_value, bool *r_valid)
 					return;
 				}
 			}
+			if (ie.type == InputEvent::ACTION) {
+
+				if (str =="action") {
+					valid=true;
+					ie.action.action=p_value;
+					return;
+				}
+				else if (str == "pressed") {
+					valid=true;
+					ie.action.pressed=p_value;
+					return;
+				}
+			}
 
 		} break;
 		case DICTIONARY: {
@@ -2365,6 +2395,17 @@ Variant Variant::get(const Variant& p_index, bool *r_valid) const {
 					return Vector2(ie.screen_drag.speed_x,ie.screen_drag.speed_y);
 				}
 			}
+			if (ie.type == InputEvent::ACTION) {
+
+				if (str =="action") {
+					valid=true;
+					return ie.action.action;
+				}
+				else if (str == "pressed") {
+					valid=true;
+					ie.action.pressed;
+				}
+			}
 
 		} break;
 		case DICTIONARY: {

+ 0 - 33
demos/2d/hexamap/.fscache

@@ -1,33 +0,0 @@
-::res://::1412302385
-WWT-01.png::ImageTexture::1412126473::
-WWT-02.png::ImageTexture::1412126474::
-WWT-03.png::ImageTexture::1412126474::
-WWT-04.png::ImageTexture::1412126474::
-WWT-05.png::ImageTexture::1412126474::
-WWT-06.png::ImageTexture::1412126474::
-WWT-07.png::ImageTexture::1412126474::
-WWT-08.png::ImageTexture::1412126474::
-WWT-09.png::ImageTexture::1412126474::
-WWT-10.png::ImageTexture::1412126474::
-WWT-11.png::ImageTexture::1412126475::
-WWT-12.png::ImageTexture::1412126475::
-WWT-13.png::ImageTexture::1412126475::
-WWT-14.png::ImageTexture::1412126475::
-WWT-15.png::ImageTexture::1412126475::
-WWT-16.png::ImageTexture::1412126475::
-WWT-17.png::ImageTexture::1412126475::
-WWT-18.png::ImageTexture::1412126475::
-WWT-19.png::ImageTexture::1412126476::
-WWT-20.png::ImageTexture::1412126476::
-WWT-21.png::ImageTexture::1412126476::
-WWT-22.png::ImageTexture::1412126476::
-WWT-23.png::ImageTexture::1412126476::
-WWT-24.png::ImageTexture::1412126476::
-WWT-25.png::ImageTexture::1412126476::
-WWT-26.png::ImageTexture::1412126476::
-map.scn::PackedScene::1412127344::
-tiles.scn::PackedScene::1412126994::
-tileset.res::TileSet::1412127001::
-troll.gd::GDScript::1412302377::
-troll.png::ImageTexture::1412302385::
-troll.scn::PackedScene::1412302380::

BIN
demos/2d/navpoly/agent.png


+ 4 - 0
demos/2d/navpoly/engine.cfg

@@ -0,0 +1,4 @@
+[application]
+
+name="Navigation Polygon (2D)"
+main_scene="res://navigation.scn"

+ 63 - 0
demos/2d/navpoly/navigation.gd

@@ -0,0 +1,63 @@
+
+extends Navigation2D
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+var begin=Vector2()
+var end=Vector2()
+var path=[]
+
+const SPEED=200.0
+
+func _process(delta):
+
+
+	if (path.size()>1):
+	
+		var to_walk = delta*SPEED
+		while(to_walk>0 and path.size()>=2):
+			var pfrom = path[path.size()-1]
+			var pto = path[path.size()-2]
+			var d = pfrom.distance_to(pto)
+			if (d<=to_walk):
+				path.remove(path.size()-1)
+				to_walk-=d
+			else:
+				path[path.size()-1] = pfrom.linear_interpolate(pto,to_walk/d)
+				to_walk=0
+				
+		var atpos = path[path.size()-1]	
+		get_node("agent").set_pos(atpos)
+		
+		if (path.size()<2):
+			path=[]
+			set_process(false)
+				
+	else:
+		set_process(false)
+
+
+
+func _update_path():
+
+	var p = get_simple_path(begin,end,true)
+	path=Array(p) # Vector2array to complex to use, convert to regular array
+	path.invert()
+	
+	set_process(true)
+
+
+func _input(ev):
+	if (ev.type==InputEvent.MOUSE_BUTTON and ev.pressed and ev.button_index==1):
+		begin=get_node("agent").get_pos()
+		#mouse to local navigatio cooards
+		end=ev.pos - get_pos()
+		_update_path()
+
+func _ready():
+	# Initialization here
+	set_process_input(true)
+	pass
+
+

BIN
demos/2d/navpoly/navigation.scn


BIN
demos/2d/navpoly/navigation2.scn


BIN
demos/2d/navpoly/path.png


Diff do ficheiro suprimidas por serem muito extensas
+ 12 - 11
demos/2d/platformer/stage.xml


BIN
demos/2d/platformer/tiles_demo.png


+ 121 - 64
demos/2d/platformer/tileset.xml

@@ -1,134 +1,191 @@
 <?xml version="1.0" encoding="UTF-8" ?>
-<resource_file type="TileSet" subresource_count="12" version="0.99" version_name="Godot Engine v0.99.3037-pre-beta">
+<resource_file type="TileSet" subresource_count="14" version="1.0" version_name="Godot Engine v1.0.stable.custom_build">
 	<ext_resource path="res://tiles_demo.png" type="Texture"></ext_resource>
-	<resource type="ConvexPolygonShape2D" path="local://0">
-		<string name="resource/name"> "" </string>
-		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 8, 64, 8, 64, 64, 0, 64 </vector2_array>
-		<resource name="script/script"></resource>
-	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://1">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 64, 0, 8, 56, 8, 56, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, -24, 32, -24, 32, 32, -32, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://2">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 64, 0, 0, 56, 0, 56, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, 32, -32, -24, 24, -24, 24, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://3">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 64, 0, 0, 56, 0, 56, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, 32, -32, -32, 24, -32, 24, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://4">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="5"> 			0, 64, 0, 0, 56, 0, 64, 8, 64, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-64, 32, -64, -32, -8, -32, -8, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://5">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 64, 0, 8, 64, 8, 64, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="5"> 			-32, 32, -32, -32, 24, -32, 32, -24, 32, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://6">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 64, 0, 8, 64, 8, 64, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, 32, -32, -24, 32, -24, 32, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://7">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 0, 64, 0, 64, 64, 0, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, 32, -32, -24, 32, -24, 32, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://8">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 8, 64, 72, 64, 128, 0, 128 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, -32, 32, -32, 32, 32, -32, 32 </vector2_array>
+
 	</resource>
 	<resource type="ConvexPolygonShape2D" path="local://9">
-		<string name="resource/name"> "" </string>
 		<real name="custom_solver_bias"> 0 </real>
-		<vector2_array name="points" len="4"> 			0, 64, 0, 0, 56, 0, 56, 64 </vector2_array>
-		<resource name="script/script"></resource>
+		<vector2_array name="points" len="4"> 			-32, -56, 32, 8, 32, 64, -32, 64 </vector2_array>
+
+	</resource>
+	<resource type="ConvexPolygonShape2D" path="local://10">
+		<real name="custom_solver_bias"> 0 </real>
+		<vector2_array name="points" len="4"> 			-32, 32, -32, -32, 24, -32, 24, 32 </vector2_array>
+
+	</resource>
+	<resource type="ConvexPolygonShape2D" path="local://11">
+		<real name="custom_solver_bias"> 0 </real>
+		<vector2_array name="points" len="4"> 			-32, -24, 32, -24, 32, 24, -32, 24 </vector2_array>
+
+	</resource>
+	<resource type="ConvexPolygonShape2D" path="local://12">
+		<real name="custom_solver_bias"> 0 </real>
+		<vector2_array name="points" len="4"> 			-32, -24, 24, -24, 24, 24, -32, 24 </vector2_array>
+
 	</resource>
 	<main_resource>
-		<string name="resource/name"> "" </string>
 		<string name="0/name"> "floor" </string>
 		<resource name="0/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="0/offset"> 0, 0 </vector2>
+		<vector2 name="0/tex_offset"> 0, 0 </vector2>
+		<vector2 name="0/shape_offset"> 32, 32 </vector2>
 		<rect2 name="0/region"> 0, 0, 64, 64 </rect2>
-		<resource name="0/shape" resource_type="ConvexPolygonShape2D" path="local://0">  </resource>
+		<array name="0/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://1">  </resource>
+		</array>
 		<string name="1/name"> "edge" </string>
 		<resource name="1/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="1/offset"> 0, 0 </vector2>
+		<vector2 name="1/tex_offset"> 0, 0 </vector2>
+		<vector2 name="1/shape_offset"> 32, 32 </vector2>
 		<rect2 name="1/region"> 64, 0, 64, 64 </rect2>
-		<resource name="1/shape" resource_type="ConvexPolygonShape2D" path="local://1">  </resource>
+		<array name="1/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://2">  </resource>
+		</array>
 		<string name="2/name"> "wall" </string>
 		<resource name="2/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="2/offset"> 0, 0 </vector2>
+		<vector2 name="2/tex_offset"> 0, 0 </vector2>
+		<vector2 name="2/shape_offset"> 32, 32 </vector2>
 		<rect2 name="2/region"> 64, 64, 64, 64 </rect2>
-		<resource name="2/shape" resource_type="ConvexPolygonShape2D" path="local://2">  </resource>
+		<array name="2/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://3">  </resource>
+		</array>
 		<string name="3/name"> "wall_deco" </string>
 		<resource name="3/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="3/offset"> 0, 0 </vector2>
+		<vector2 name="3/tex_offset"> 0, 0 </vector2>
+		<vector2 name="3/shape_offset"> 64, 32 </vector2>
 		<rect2 name="3/region"> 320, 128, 128, 64 </rect2>
-		<resource name="3/shape" resource_type="ConvexPolygonShape2D" path="local://3">  </resource>
+		<array name="3/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://4">  </resource>
+		</array>
 		<string name="4/name"> "corner" </string>
 		<resource name="4/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="4/offset"> 0, 0 </vector2>
+		<vector2 name="4/tex_offset"> 0, 0 </vector2>
+		<vector2 name="4/shape_offset"> 32, 32 </vector2>
 		<rect2 name="4/region"> 64, 128, 64, 64 </rect2>
-		<resource name="4/shape" resource_type="ConvexPolygonShape2D" path="local://4">  </resource>
+		<array name="4/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://5">  </resource>
+		</array>
 		<string name="5/name"> "flowers" </string>
 		<resource name="5/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="5/offset"> 0, 0 </vector2>
+		<vector2 name="5/tex_offset"> 0, 0 </vector2>
+		<vector2 name="5/shape_offset"> 32, 32 </vector2>
 		<rect2 name="5/region"> 192, 192, 64, 64 </rect2>
-		<resource name="5/shape" resource_type="ConvexPolygonShape2D" path="local://5">  </resource>
+		<array name="5/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://6">  </resource>
+		</array>
 		<string name="6/name"> "tree_base" </string>
 		<resource name="6/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="6/offset"> 0, 0 </vector2>
+		<vector2 name="6/tex_offset"> 0, 0 </vector2>
+		<vector2 name="6/shape_offset"> 32, 32 </vector2>
 		<rect2 name="6/region"> 256, 192, 64, 64 </rect2>
-		<resource name="6/shape" resource_type="ConvexPolygonShape2D" path="local://6">  </resource>
+		<array name="6/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://7">  </resource>
+		</array>
 		<string name="7/name"> "tree_mid" </string>
 		<resource name="7/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="7/offset"> 0, 0 </vector2>
+		<vector2 name="7/tex_offset"> 0, 0 </vector2>
+		<vector2 name="7/shape_offset"> 0, 0 </vector2>
 		<rect2 name="7/region"> 256, 128, 64, 64 </rect2>
-		<resource name="7/shape"></resource>		<string name="8/name"> "tree_mid 2" </string>
+		<array name="7/shapes" len="0" shared="false">
+		</array>
+		<string name="8/name"> "tree_mid 2" </string>
 		<resource name="8/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="8/offset"> 0, 0 </vector2>
+		<vector2 name="8/tex_offset"> 0, 0 </vector2>
+		<vector2 name="8/shape_offset"> 0, 0 </vector2>
 		<rect2 name="8/region"> 256, 64, 64, 64 </rect2>
-		<resource name="8/shape"></resource>		<string name="9/name"> "tree_top" </string>
+		<array name="8/shapes" len="0" shared="false">
+		</array>
+		<string name="9/name"> "tree_top" </string>
 		<resource name="9/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="9/offset"> 0, 0 </vector2>
+		<vector2 name="9/tex_offset"> 0, 0 </vector2>
+		<vector2 name="9/shape_offset"> 0, 0 </vector2>
 		<rect2 name="9/region"> 256, 0, 64, 64 </rect2>
-		<resource name="9/shape"></resource>		<string name="10/name"> "solid" </string>
+		<array name="9/shapes" len="0" shared="false">
+		</array>
+		<string name="10/name"> "solid" </string>
 		<resource name="10/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="10/offset"> 0, 0 </vector2>
+		<vector2 name="10/tex_offset"> 0, 0 </vector2>
+		<vector2 name="10/shape_offset"> 0, 0 </vector2>
 		<rect2 name="10/region"> 0, 64, 64, 64 </rect2>
-		<resource name="10/shape"></resource>		<string name="11/name"> "ceiling" </string>
+		<array name="10/shapes" len="0" shared="false">
+		</array>
+		<string name="11/name"> "ceiling" </string>
 		<resource name="11/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="11/offset"> 0, 0 </vector2>
+		<vector2 name="11/tex_offset"> 0, 0 </vector2>
+		<vector2 name="11/shape_offset"> 32, 32 </vector2>
 		<rect2 name="11/region"> 384, 64, 64, 64 </rect2>
-		<resource name="11/shape" resource_type="ConvexPolygonShape2D" path="local://7">  </resource>
+		<array name="11/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://8">  </resource>
+		</array>
 		<string name="12/name"> "ramp" </string>
 		<resource name="12/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="12/offset"> 0, 0 </vector2>
+		<vector2 name="12/tex_offset"> 0, 0 </vector2>
+		<vector2 name="12/shape_offset"> 32, 64 </vector2>
 		<rect2 name="12/region"> 128, 128, 64, 128 </rect2>
-		<resource name="12/shape" resource_type="ConvexPolygonShape2D" path="local://8">  </resource>
+		<array name="12/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://9">  </resource>
+		</array>
 		<string name="13/name"> "ceiling2wall" </string>
 		<resource name="13/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
-		<vector2 name="13/offset"> 0, 0 </vector2>
+		<vector2 name="13/tex_offset"> 0, 0 </vector2>
+		<vector2 name="13/shape_offset"> 32, 32 </vector2>
 		<rect2 name="13/region"> 448, 64, 64, 64 </rect2>
-		<resource name="13/shape" resource_type="ConvexPolygonShape2D" path="local://9">  </resource>
-		<resource name="script/script"></resource>
+		<array name="13/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://10">  </resource>
+		</array>
+		<string name="14/name"> "platform_floor" </string>
+		<resource name="14/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
+		<vector2 name="14/tex_offset"> 0, 0 </vector2>
+		<vector2 name="14/shape_offset"> 32, 32 </vector2>
+		<rect2 name="14/region"> 128, 0, 64, 64 </rect2>
+		<array name="14/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://11">  </resource>
+		</array>
+		<string name="15/name"> "platform_edge" </string>
+		<resource name="15/texture" resource_type="Texture" path="res://tiles_demo.png">  </resource>
+		<vector2 name="15/tex_offset"> 0, 0 </vector2>
+		<vector2 name="15/shape_offset"> 32, 32 </vector2>
+		<rect2 name="15/region"> 192, 0, 64, 64 </rect2>
+		<array name="15/shapes" len="1" shared="false">
+			<resource  resource_type="Shape2D" path="local://12">  </resource>
+		</array>
+
 	</main_resource>
 </resource_file>

Diff do ficheiro suprimidas por serem muito extensas
+ 88 - 52
demos/2d/platformer/tileset_edit.xml


+ 0 - 4
demos/2d/polygon_path_finder_demo/.fscache

@@ -1,4 +0,0 @@
-::res://::1421147952
-icon.png::ImageTexture::1420046079::
-new_scene_poly_with_holes.scn::PackedScene::1421147952::
-polygonpathfinder.gd::GDScript::1421146502::

BIN
demos/3d/kinematic_char/cubelib.res


BIN
demos/3d/kinematic_char/level.scn


Diff do ficheiro suprimidas por serem muito extensas
+ 354 - 13
demos/3d/platformer/stage.xml


+ 0 - 1
drivers/SCsub

@@ -10,7 +10,6 @@ SConscript('alsa/SCsub');
 SConscript('pulseaudio/SCsub');
 SConscript('windows/SCsub');
 SConscript('gles2/SCsub');
-SConscript('gles1/SCsub');
 SConscript('gl_context/SCsub');
 SConscript('openssl/SCsub');
 

Diff do ficheiro suprimidas por serem muito extensas
+ 807 - 22
drivers/gles2/rasterizer_gles2.cpp


+ 90 - 10
drivers/gles2/rasterizer_gles2.h

@@ -51,6 +51,7 @@
 
 #include "drivers/gles2/shaders/material.glsl.h"
 #include "drivers/gles2/shaders/canvas.glsl.h"
+#include "drivers/gles2/shaders/canvas_shadow.glsl.h"
 #include "drivers/gles2/shaders/blur.glsl.h"
 #include "drivers/gles2/shaders/copy.glsl.h"
 #include "drivers/gles2/shader_compiler_gles2.h"
@@ -65,7 +66,7 @@ class RasterizerGLES2 : public Rasterizer {
 
 		MAX_SCENE_LIGHTS=2048,
 		LIGHT_SPOT_BIT=0x80,
-		DEFAULT_SKINNED_BUFFER_SIZE = 2048 * 1024, // 10k vertices
+		DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
 		MAX_HW_LIGHTS = 1,
 	};
 
@@ -816,6 +817,7 @@ class RasterizerGLES2 : public Rasterizer {
 	bool current_depth_mask;
 	VS::MaterialBlendMode current_blend_mode;
 	bool use_fast_texture_filter;
+	int max_texture_size;
 
 	bool fragment_lighting;
 	RID shadow_material;
@@ -827,15 +829,18 @@ class RasterizerGLES2 : public Rasterizer {
 	GLuint gui_quad_buffer;
 
 
+
 	struct RenderList {
 
 		enum {
-			MAX_ELEMENTS=4096,
+			DEFAULT_MAX_ELEMENTS=4096,
 			MAX_LIGHTS=4,
 			SORT_FLAG_SKELETON=1,
 			SORT_FLAG_INSTANCING=2,
 		};
 
+		static int max_elements;
+
 		struct Element {
 
 
@@ -868,8 +873,8 @@ class RasterizerGLES2 : public Rasterizer {
 		};
 
 
-		Element _elements[MAX_ELEMENTS];
-		Element *elements[MAX_ELEMENTS];
+		Element *_elements;
+		Element **elements;
 		int element_count;
 
 		void clear() {
@@ -1004,17 +1009,28 @@ class RasterizerGLES2 : public Rasterizer {
 		}
 		_FORCE_INLINE_ Element* add_element() {
 
-			if (element_count>MAX_ELEMENTS)
+			if (element_count>=max_elements)
 				return NULL;
 			elements[element_count]=&_elements[element_count];
 			return elements[element_count++];
 		}
 
-		RenderList() {
+		void init() {
 
 			element_count = 0;
-			for (int i=0;i<MAX_ELEMENTS;i++)
+			elements=memnew_arr(Element*,max_elements);
+			_elements=memnew_arr(Element,max_elements);
+			for (int i=0;i<max_elements;i++)
 				elements[i]=&_elements[i]; // assign elements
+
+		}
+
+		RenderList() {
+
+		}
+		~RenderList() {
+			memdelete_arr(elements);
+			memdelete_arr(_elements);
 		}
 	};
 
@@ -1113,6 +1129,7 @@ class RasterizerGLES2 : public Rasterizer {
 		bool active;
 
 		int blur_size;
+
 		struct Blur {
 
 			GLuint fbo;
@@ -1145,6 +1162,7 @@ class RasterizerGLES2 : public Rasterizer {
 	void _process_glow_and_bloom();
 	//void _update_blur_buffer();
 
+
 	/*********/
 	/* FRAME */
 	/*********/
@@ -1163,6 +1181,45 @@ class RasterizerGLES2 : public Rasterizer {
 	} _rinfo;
 
 
+	/*******************/
+	/* CANVAS OCCLUDER */
+	/*******************/
+
+
+	struct CanvasOccluder {
+
+		GLuint vertex_id; // 0 means, unconfigured
+		GLuint index_id; // 0 means, unconfigured
+		DVector<Vector2> lines;
+		int len;
+	};
+
+	RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
+	/***********************/
+	/* CANVAS LIGHT SHADOW */
+	/***********************/
+
+
+	struct CanvasLightShadow {
+
+		int size;
+		int height;
+		GLuint fbo;
+		GLuint rbo;
+		GLuint depth;
+		GLuint rgba; //for older devices
+
+		GLuint blur;
+
+	};
+
+	RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
+
+	RID canvas_shadow_blur;
+
+	/* ETC */
+
 	RenderTarget *current_rt;
 	bool current_rt_transparent;
 	bool current_rt_vflip;
@@ -1172,11 +1229,15 @@ class RasterizerGLES2 : public Rasterizer {
 	GLuint white_tex;
 	RID canvas_tex;
 	float canvas_opacity;
+	Color canvas_modulate;
+	bool canvas_use_modulate;
 	bool uses_texpixel_size;
 	bool rebind_texpixel_size;
 	Transform canvas_transform;
-	RID canvas_last_shader;
+	CanvasItemMaterial *canvas_last_material;
 	bool canvas_texscreen_used;
+	Vector2 normal_flip;
+	_FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip);
 
 
 	_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
@@ -1208,17 +1269,19 @@ class RasterizerGLES2 : public Rasterizer {
 	VS::ScenarioDebugMode current_debug;
 	RID overdraw_material;
 
+
 	mutable MaterialShaderGLES2 material_shader;
 	mutable CanvasShaderGLES2 canvas_shader;
 	BlurShaderGLES2 blur_shader;
 	CopyShaderGLES2 copy_shader;
+	mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
 
 	mutable ShaderCompilerGLES2 shader_precompiler;
 
 	void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
 	_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
 	_FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
-	void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
+	void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false );
 	void _draw_quad(const Rect2& p_rect);
 	void _copy_screen_quad();
 	void _copy_to_texscreen();
@@ -1233,6 +1296,10 @@ class RasterizerGLES2 : public Rasterizer {
 	GLuint tc0_id_cache;
 	GLuint tc0_idx;
 
+	template<bool use_normalmap>
+	_FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip);
+	_FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader);
+	_FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader);
 public:
 
 	/* TEXTURE API */
@@ -1548,7 +1615,18 @@ public:
 	virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
 	virtual void canvas_set_transform(const Matrix32& p_transform);
 
-	virtual void canvas_render_items(CanvasItem *p_item_list);
+	virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
+	virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
+
+	/* CANVAS LIGHT SHADOW */
+
+	//buffer
+	virtual RID canvas_light_shadow_buffer_create(int p_width);
+	virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
+
+	//occluder
+	virtual RID canvas_light_occluder_create();
+	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
 
 	/* ENVIRONMENT */
 
@@ -1587,6 +1665,8 @@ public:
 	virtual bool is_environment(const RID& p_rid) const;
 	virtual bool is_shader(const RID& p_rid) const;
 
+	virtual bool is_canvas_light_occluder(const RID& p_rid) const;
+
 	virtual void free(const RID& p_rid);
 
 	virtual void init();

+ 17 - 5
drivers/gles2/shader_compiler_gles2.cpp

@@ -226,6 +226,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 				if (vnode->name==vname_var2_interp) {
 					flags->use_var2_interp=true;
 				}
+				if (vnode->name==vname_world_vec) {
+					uses_worldvec=true;
+				}
 
 			}
 
@@ -258,6 +261,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 					uses_light=true;
 				}
 
+				if (vnode->name==vname_normal) {
+					uses_normal=true;
+				}
+
+
 			}
 
 			if (vnode->name==vname_time) {
@@ -307,13 +315,13 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 
 						String mul_l=dump_node_code(onode->arguments[0],p_level,true);
 						String mul_r=dump_node_code(onode->arguments[1],p_level);
-						code=mul_l+"=(vec4("+mul_l+",1.0,1.0)*("+mul_r+")).xy";
+						code=mul_l+"=(vec4("+mul_l+",0.0,1.0)*("+mul_r+")).xy";
 						break;
 					} else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) {
 
 						String mul_l=dump_node_code(onode->arguments[0],p_level,true);
 						String mul_r=dump_node_code(onode->arguments[1],p_level);
-						code=mul_l+"=(("+mul_l+")*vec4("+mul_r+",1.0,1.0)).xy";
+						code=mul_l+"=(("+mul_l+")*vec4("+mul_r+",0.0,1.0)).xy";
 						break;
 					} else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT3) {
 						String mul_l=dump_node_code(onode->arguments[0],p_level,true);
@@ -343,11 +351,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 						break;
 					} else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) {
 
-						code="("+dump_node_code(onode->arguments[0],p_level)+"*vec4("+dump_node_code(onode->arguments[1],p_level)+",1.0,1.0)).xyz";
+						code="("+dump_node_code(onode->arguments[0],p_level)+"*vec4("+dump_node_code(onode->arguments[1],p_level)+",0.0,1.0)).xy";
 						break;
 					} else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT4) {
 
-						code="(vec4("+dump_node_code(onode->arguments[0],p_level)+",1.0,1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xyz";
+						code="(vec4("+dump_node_code(onode->arguments[0],p_level)+",0.0,1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xy";
 						break;
 					} else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT3 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) {
 
@@ -599,6 +607,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
 	uses_normalmap=false;
 	uses_normal=false;
 	uses_texpixel_size=false;
+	uses_worldvec=false;
 	vertex_code_writes_vertex=false;
 	uniforms=r_uniforms;
 	flags=&r_flags;
@@ -632,8 +641,9 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
 	r_flags.uses_light=uses_light;
 	r_flags.uses_time=uses_time;
 	r_flags.uses_normalmap=uses_normalmap;
-	r_flags.uses_normal=uses_normalmap;
+	r_flags.uses_normal=uses_normal;
 	r_flags.uses_texpixel_size=uses_texpixel_size;
+	r_flags.uses_worldvec=uses_worldvec;
 	r_code_line=code;
 	r_globals_line=global_code;
 
@@ -774,6 +784,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 
 	mode_replace_table[3]["SRC_VERTEX"]="src_vtx";
 	mode_replace_table[3]["VERTEX"]="outvec.xy";
+	mode_replace_table[3]["WORLD_VERTEX"]="outvec.xy";
 	mode_replace_table[3]["UV"]="uv_interp";
 	mode_replace_table[3]["COLOR"]="color_interp";
 	mode_replace_table[3]["VAR1"]="var1_interp";
@@ -830,5 +841,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	vname_normalmap="NORMALMAP";
 	vname_normal="NORMAL";
 	vname_texpixel_size="TEXTURE_PIXEL_SIZE";
+	vname_world_vec="WORLD_VERTEX";
 
 }

+ 3 - 0
drivers/gles2/shader_compiler_gles2.h

@@ -53,6 +53,7 @@ private:
 	bool uses_normalmap;
 	bool uses_normal;
 	bool uses_texpixel_size;
+	bool uses_worldvec;
 	bool vertex_code_writes_vertex;
 	Flags *flags;
 
@@ -72,6 +73,7 @@ private:
 	StringName vname_normalmap;
 	StringName vname_normal;
 	StringName vname_texpixel_size;
+	StringName vname_world_vec;
 
 	Map<StringName,ShaderLanguage::Uniform> *uniforms;
 
@@ -107,6 +109,7 @@ public:
 		bool uses_time;
 		bool uses_normal;
 		bool uses_texpixel_size;
+		bool uses_worldvec;
 	};
 
 	Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);

+ 1 - 0
drivers/gles2/shaders/SCsub

@@ -3,6 +3,7 @@ Import('env')
 if env['BUILDERS'].has_key('GLSL120GLES'):
 	env.GLSL120GLES('material.glsl');
 	env.GLSL120GLES('canvas.glsl');
+	env.GLSL120GLES('canvas_shadow.glsl');
 	env.GLSL120GLES('blur.glsl');
 	env.GLSL120GLES('copy.glsl');
 

+ 169 - 21
drivers/gles2/shaders/canvas.glsl

@@ -26,7 +26,17 @@ uniform float time;
 #ifdef USE_LIGHTING
 
 uniform highp mat4 light_matrix;
-varying vec4 light_tex_pos;
+uniform vec2 light_pos;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+uniform vec2 normal_flip;
+#endif
+
+#ifdef USE_SHADOWS
+highp varying vec2 pos;
+#endif
 
 #endif
 
@@ -46,29 +56,42 @@ void main() {
 
 	color_interp = color_attrib;
 	uv_interp = uv_attrib;		
-	highp vec4 outvec = vec4(vertex, 1.0);
+        highp vec4 outvec = vec4(vertex, 1.0);
 {
-	vec2 src_vtx=outvec.xy;
+        vec2 src_vtx=outvec.xy;
 VERTEX_SHADER_CODE
 
 }
-	outvec = extra_matrix * outvec;
-	outvec = modelview_matrix * outvec;
+#if !defined(USE_WORLD_VEC)
+        outvec = extra_matrix * outvec;
+        outvec = modelview_matrix * outvec;
+#endif
+
+
+
 #ifdef USE_PIXEL_SNAP
 
 	outvec.xy=floor(outvec.xy+0.5);
 #endif
 
 
+	gl_Position = projection_matrix * outvec;
+
 #ifdef USE_LIGHTING
 
-	light_tex_pos.xy = light_matrix * outvec;
-	light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
+	light_uv_interp.xy = (light_matrix * outvec).xy;
+	light_uv_interp.zw = outvec.xy-light_pos;
+#ifdef USE_SHADOWS
+	pos=outvec.xy;
+#endif
 
+#if defined(NORMAL_USED)
+	local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy  )*normal_flip.x;
+	local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy  )*normal_flip.y;
 #endif
 
+#endif
 
-	gl_Position = projection_matrix * outvec;
 }
 
 [fragment]
@@ -118,17 +141,37 @@ varying vec4 var2_interp;
 uniform float time;
 #endif
 
+#ifdef USE_MODULATE
+
+uniform vec4 modulate;
+
+#endif
 
 #ifdef USE_LIGHTING
 
 uniform sampler2D light_texture;
-varying vec4 light_tex_pos;
+uniform vec4 light_color;
+uniform float light_height;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+#endif
 
 #ifdef USE_SHADOWS
 
 uniform sampler2D shadow_texture;
 uniform float shadow_attenuation;
 
+uniform highp mat4 shadow_matrix;
+uniform highp mat4 light_local_matrix;
+highp varying vec2 pos;
+uniform float shadowpixel_size;
+
+#ifdef SHADOW_ESM
+uniform float shadow_esm_multiplier;
+#endif
+
 #endif
 
 #endif
@@ -148,6 +191,7 @@ void main() {
 	vec3 normal = vec3(0,0,1);
 #endif
 
+
 	color *= texture2D( texture,  uv_interp );
 #if defined(ENABLE_SCREEN_UV)
 	vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
@@ -161,37 +205,141 @@ FRAGMENT_SHADER_CODE
 	color = vec4(vec3(enc32),1.0);
 #endif
 
+#ifdef USE_MODULATE
+
+	color*=modulate;
+#endif
+
+
 #ifdef USE_LIGHTING
 
+#if defined(NORMAL_USED)
+	normal.xy =  mat2(local_rot.xy,local_rot.zw) * normal.xy;
+#endif
+
 	float att=1.0;
 
-	vec3 light = texture2D(light_texture,light_tex_pos).rgb;
+	vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
 #ifdef USE_SHADOWS
-	//this might not be that great on mobile?
-	float light_dist = length(light_texture.zw);
-	float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
-	float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
-	if (light_dist>shadow_dist) {
-		light*=shadow_attenuation;
+
+
+	vec2 lpos = (light_local_matrix * vec4(pos,0.0,1.0)).xy;
+	float angle_to_light = -atan(lpos.x,lpos.y);
+	float PI = 3.14159265358979323846264;
+	/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
+	float ang*/
+
+	float su,sz;
+
+	float abs_angle = abs(angle_to_light);
+	vec2 point;
+	float sh;
+	if (abs_angle<45.0*PI/180.0) {
+		point = lpos;
+		sh=0+(1.0/8.0);
+	} else if (abs_angle>135.0*PI/180.0) {
+		point = -lpos;
+		sh = 0.5+(1.0/8.0);
+	} else if (angle_to_light>0) {
+
+		point = vec2(lpos.y,-lpos.x);
+		sh = 0.25+(1.0/8.0);
+	} else {
+
+		point = vec2(-lpos.y,lpos.x);
+		sh = 0.75+(1.0/8.0);
+
 	}
+
+
+	vec4 s = shadow_matrix * vec4(point,0.0,1.0);
+	s.xyz/=s.w;
+	su=s.x*0.5+0.5;
+	sz=s.z*0.5+0.5;
+
+	float shadow_attenuation;
+
+#ifdef SHADOW_PCF5
+
+	shadow_attenuation=0.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation/=5.0;
+
+#endif
+
+#ifdef SHADOW_PCF13
+
+	shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
+	shadow_attenuation/=13.0;
+
+#endif
+
+#ifdef SHADOW_ESM
+
+
+	{
+		float unnormalized = su/shadowpixel_size;
+		float fractional = fract(unnormalized);
+		unnormalized = floor(unnormalized);
+		float zc = texture2D(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)).z;
+		float zn = texture2D(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)).z;
+		float z = mix(zc,zn,fractional);
+		shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
+	}
+
+#endif
+
+#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
+
+	shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+
+#endif
+
+	light*=shadow_attenuation;
 //use shadows
 #endif
 
 #if defined(USE_LIGHT_SHADER_CODE)
 //light is written by the light shader
 {
-	vec2 light_dir = normalize(light_tex_pos.zw);
-	float light_distance = length(light_tex_pos.zw);
+	vec2 light_dir = normalize(light_uv_interp.zw);
+	float light_distance = length(light_uv_interp.zw);
 LIGHT_SHADER_CODE
 }
+
 #else
 
 #if defined(NORMAL_USED)
-	vec2 light_normal = normalize(light_tex_pos.zw);
-	light = color.rgb * light * max(dot(light_normal,normal),0);
+	vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height));
+	light*=max(dot(-light_normal,normal),0);
+#endif
+
+	color*=light;
+/*
+#ifdef USE_NORMAL
+	color.xy=local_rot.xy;//normal.xy;
+	color.zw=vec2(0.0,1.0);
 #endif
+*/
+	if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
+		color.a=0.0; //invisible
+	}
 
-	color.rgb=light;
 //light shader code
 #endif
 

+ 62 - 0
drivers/gles2/shaders/canvas_shadow.glsl

@@ -0,0 +1,62 @@
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+uniform highp mat4 projection_matrix;
+uniform highp mat4 light_matrix;
+uniform highp mat4 world_matrix;
+
+attribute highp vec3 vertex; // attrib:0
+
+#ifndef USE_DEPTH_SHADOWS
+
+varying vec4 position_interp;
+
+#endif
+
+
+void main() {
+
+	gl_Position = projection_matrix * (light_matrix * (world_matrix *  vec4(vertex,1.0)));
+
+#ifndef USE_DEPTH_SHADOWS
+	position_interp = gl_Position;
+#endif
+
+}
+
+[fragment]
+
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+#ifndef USE_DEPTH_SHADOWS
+
+varying vec4 position_interp;
+
+#endif
+
+void main() {
+
+#ifdef USE_DEPTH_SHADOWS
+
+#else
+	highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
+	highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
+	comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+	gl_FragColor = comp;
+#endif
+
+}
+

+ 6 - 1
drivers/unix/ip_unix.cpp

@@ -50,11 +50,16 @@
  #ifdef ANDROID_ENABLED
   #include "platform/android/ifaddrs_android.h"
  #else
+  #ifdef __FreeBSD__
+   #include <sys/types.h>
+  #endif
   #include <ifaddrs.h>
  #endif
  #include <arpa/inet.h>
  #include <sys/socket.h>
-
+ #ifdef __FreeBSD__
+  #include <netinet/in.h>
+ #endif
 #endif
 
 IP_Address IP_Unix::_resolve_hostname(const String& p_hostname) {

+ 19 - 1
drivers/unix/os_unix.cpp

@@ -44,7 +44,9 @@
 #include "stream_peer_tcp_posix.h"
 #include "packet_peer_udp_posix.h"
 
-
+#ifdef __FreeBSD__
+#include <sys/param.h>
+#endif
 #include <stdarg.h>
 #include <sys/time.h>
 #include <sys/wait.h>
@@ -305,7 +307,17 @@ Error OS_Unix::execute(const String& p_path, const List<String>& p_arguments,boo
 			args.push_back((char*)cs[i].get_data());// shitty C cast
 		args.push_back(0);
 
+#ifdef __FreeBSD__
+		if(p_path.find("/")) {
+			// exec name contains path so use it
+			execv(p_path.utf8().get_data(),&args[0]);
+		}else{
+			// use program name and search through PATH to find it
+			execvp(getprogname(),&args[0]);
+		}
+#else
 		execv(p_path.utf8().get_data(),&args[0]);
+#endif
 		// still alive? something failed..
 		fprintf(stderr,"**ERROR** OS_Unix::execute - Could not create child process while executing: %s\n",p_path.utf8().get_data());
 		abort();
@@ -421,6 +433,12 @@ String OS_Unix::get_executable_path() const {
 		return OS::get_executable_path();
 	}
 	return b;
+#elif defined(__FreeBSD__)
+	char resolved_path[MAXPATHLEN];
+
+	realpath(OS::get_executable_path().utf8().get_data(), resolved_path);
+
+	return String(resolved_path);
 #else
 	ERR_PRINT("Warning, don't know how to obtain executable path on this OS! Please override this function properly.");
 	return OS::get_executable_path();

+ 17 - 3
drivers/windows/file_access_windows.cpp

@@ -28,14 +28,18 @@
 /*************************************************************************/
 #ifdef WINDOWS_ENABLED
 
+#include <Windows.h>
+#include "Shlwapi.h"
 #include "file_access_windows.h"
 
+
 #include <sys/types.h>
 #include <sys/stat.h>
 #include <wchar.h>
 #include <tchar.h>
 #include "print_string.h"
 
+
 #ifdef _MSC_VER
  #define S_ISREG(m) ((m)&_S_IFREG)
 #endif
@@ -111,10 +115,20 @@ void FileAccessWindows::close() {
 
 		//unlink(save_path.utf8().get_data());
 		//print_line("renaming..");
-		_wunlink(save_path.c_str()); //unlink if exists
-		int rename_error = _wrename((save_path+".tmp").c_str(),save_path.c_str());
+		//_wunlink(save_path.c_str()); //unlink if exists
+		//int rename_error = _wrename((save_path+".tmp").c_str(),save_path.c_str());
+
+
+		bool rename_error;
+		if (!PathFileExistsW(save_path.c_str())) {
+			//creating new file
+			rename_error = _wrename((save_path+".tmp").c_str(),save_path.c_str())!=0;
+		} else {
+			//atomic replace for existing file
+			rename_error = !ReplaceFileW(save_path.c_str(), (save_path+".tmp").c_str(), NULL, 2|4, NULL, NULL);
+		}
 		save_path="";
-		ERR_FAIL_COND( rename_error != 0);
+		ERR_FAIL_COND( rename_error );
 	}
 
 

+ 1 - 1
modules/gdscript/gd_editor.cpp

@@ -51,7 +51,7 @@ String GDScriptLanguage::get_template(const String& p_class_name, const String&
 	"# var a=2\n"+
 	"# var b=\"textvar\"\n\n"+
 	"func _ready():\n"+
-	"\t# Initalization here\n"+
+	"\t# Initialization here\n"+
 	"\tpass\n"+
 	"\n"+
 	"\n";

+ 29 - 3
modules/gdscript/gd_functions.cpp

@@ -89,6 +89,8 @@ const char *GDFunctions::get_func_name(Function p_func) {
 		"printt",
 		"printerr",
 		"printraw",
+		"var2str",
+		"str2var",
 		"range",
 		"load",
 		"inst2dict",
@@ -577,10 +579,23 @@ void GDFunctions::call(Function p_func,const Variant **p_args,int p_arg_count,Va
 			r_ret=Variant();
 
 		} break;
+		case VAR_TO_STR: {
+			VALIDATE_ARG_COUNT(1);
+			r_ret=p_args[0]->get_construct_string();
+		} break;
+		case STR_TO_VAR: {
+			VALIDATE_ARG_COUNT(1);
+			if (p_args[0]->get_type()!=Variant::STRING) {
+				r_error.error=Variant::CallError::CALL_ERROR_INVALID_ARGUMENT;
+				r_error.argument=0;
+				r_error.expected=Variant::STRING;
+				r_ret=Variant();
+				return;
+			}
+			Variant::construct_from_string(*p_args[0],r_ret);
+		} break;
 		case GEN_RANGE: {
 
-
-
 			switch(p_arg_count) {
 
 				case 0: {
@@ -861,7 +876,6 @@ void GDFunctions::call(Function p_func,const Variant **p_args,int p_arg_count,Va
 				}
 			}
 
-
 			r_ret = gdscr->_new(NULL,0,r_error);
 
 		} break;
@@ -1224,6 +1238,18 @@ MethodInfo GDFunctions::get_info(Function p_func) {
 			return mi;
 
 		} break;
+		case VAR_TO_STR: {
+			MethodInfo mi("var2str",PropertyInfo(Variant::NIL,"var"));
+			mi.return_val.type=Variant::STRING;
+			return mi;
+
+		} break;
+		case STR_TO_VAR: {
+
+			MethodInfo mi("str2var:var",PropertyInfo(Variant::STRING,"string"));
+			mi.return_val.type=Variant::NIL;
+			return mi;
+		} break;
 		case GEN_RANGE: {
 
 			MethodInfo mi("range",PropertyInfo(Variant::NIL,"..."));

+ 2 - 0
modules/gdscript/gd_functions.h

@@ -85,6 +85,8 @@ public:
 		TEXT_PRINT_TABBED,
 		TEXT_PRINTERR,
 		TEXT_PRINTRAW,
+		VAR_TO_STR,
+		STR_TO_VAR,
 		GEN_RANGE,
 		RESOURCE_LOAD,
 		INST2DICT,

+ 4 - 1
modules/gdscript/gd_script.cpp

@@ -2696,7 +2696,10 @@ Error ResourceFormatSaverGDScript::save(const String &p_path,const RES& p_resour
 	}
 
 	file->store_string(source);
-
+	if (file->get_error()!=OK && file->get_error()!=ERR_FILE_EOF) {
+		memdelete(file);
+		return ERR_CANT_CREATE;
+	}
 	file->close();
 	memdelete(file);
 	return OK;

+ 3 - 2
modules/gdscript/gd_tokenizer.cpp

@@ -539,10 +539,11 @@ void GDTokenizerText::_advance() {
 				
 			case '\'':
 			case '"': {
-
+	
 				if (GETCHAR(0)=='\'')
 					string_mode=STRING_SINGLE_QUOTE;
-
+																	
+																	
 				int i=1;
 				if (string_mode==STRING_DOUBLE_QUOTE && GETCHAR(i)=='"' && GETCHAR(i+1)=='"') {
 					i+=2;

+ 8 - 0
platform/android/audio_driver_opensl.cpp

@@ -396,6 +396,14 @@ void AudioDriverOpenSL::finish(){
 void AudioDriverOpenSL::set_pause(bool p_pause) {
 
 	pause=p_pause;
+
+	if (active) {
+		if (pause) {
+			(*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PAUSED);
+		} else {
+			(*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PLAYING);
+		}
+	}
 }
 
 

+ 1 - 1
platform/android/os_android.cpp

@@ -151,7 +151,7 @@ void OS_Android::initialize(const VideoMode& p_desired,int p_video_driver,int p_
 	sample_manager = memnew( SampleManagerMallocSW );
 	audio_server = memnew( AudioServerSW(sample_manager) );
 
-	audio_server->set_mixer_params(AudioMixerSW::INTERPOLATION_LINEAR,false);
+	audio_server->set_mixer_params(AudioMixerSW::INTERPOLATION_LINEAR,true);
 	audio_server->init();
 
 	spatial_sound_server = memnew( SpatialSoundServerSW );

+ 12 - 7
platform/iphone/app_delegate.mm

@@ -84,13 +84,11 @@ static int frame_count = 0;
 	switch (frame_count) {
 
 	case 0: {
-
-		int backingWidth;
-		int backingHeight;
-		glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
-		glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
-
-		iphone_main(backingWidth, backingHeight, gargc, gargv);
+        int backingWidth;
+        int backingHeight;
+        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
+        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
+		
 
 		OS::VideoMode vm;
 		vm.fullscreen = true;
@@ -198,6 +196,13 @@ static int frame_count = 0;
 	//glView.autoresizesSubviews = YES;
 	//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleWidth];
 
+    int backingWidth;
+    int backingHeight;
+    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
+    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
+    
+    iphone_main(backingWidth, backingHeight, gargc, gargv);
+    
 	view_controller = [[ViewController alloc] init];
 	view_controller.view = glView;
 	window.rootViewController = view_controller;

+ 8 - 0
platform/iphone/gl_view.h

@@ -34,6 +34,8 @@
 #import <MediaPlayer/MediaPlayer.h>
 #import <AVFoundation/AVFoundation.h>
 
+#define USE_CADISPLAYLINK      1   //iOS version 3.1+ is required
+
 @protocol GLViewDelegate;
 
 @interface GLView : UIView<UIKeyInput>
@@ -51,8 +53,14 @@
 	// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
 	GLuint depthRenderbuffer;
 	
+#if USE_CADISPLAYLINK
+	// CADisplayLink available on 3.1+ synchronizes the animation timer & drawing with the refresh rate of the display, only supports animation intervals of 1/60 1/30 & 1/15
+	CADisplayLink *displayLink;
+#else
 	// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
 	NSTimer *animationTimer;
+#endif
+	
 	NSTimeInterval animationInterval;
 	
 	// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.

+ 32 - 0
platform/iphone/gl_view.mm

@@ -415,7 +415,19 @@ static void clear_touches() {
 		return;
 	active = TRUE;
 	printf("start animation!\n");
+#if USE_CADISPLAYLINK
+	// Approximate frame rate
+	// assumes device refreshes at 60 fps
+	int frameInterval = (int) floor(animationInterval * 60.0f);
+
+	displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
+	[displayLink setFrameInterval:frameInterval];
+
+	// Setup DisplayLink in main thread
+	[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
+#else
 	animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
+#endif
 
 	if (video_playing)
 	{
@@ -429,8 +441,13 @@ static void clear_touches() {
 		return;
 	active = FALSE;
 	printf("******** stop animation!\n");
+#if USE_CADISPLAYLINK
+	[displayLink invalidate];
+	displayLink = nil;
+#else
 	[animationTimer invalidate];
 	animationTimer = nil;
+#endif
 	clear_touches();
 
 	if (video_playing)
@@ -443,7 +460,11 @@ static void clear_touches() {
 {
 	animationInterval = interval;
 	
+#if USE_CADISPLAYLINK
+	if(displayLink)
+#else
 	if(animationTimer)
+#endif
 	{
 		[self stopAnimation];
 		[self startAnimation];
@@ -453,6 +474,17 @@ static void clear_touches() {
 // Updates the OpenGL view when the timer fires
 - (void)drawView
 {
+#if USE_CADISPLAYLINK
+	// Pause the CADisplayLink to avoid recursion
+	[displayLink setPaused: YES];
+
+	// Process all input events
+	while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE) == kCFRunLoopRunHandledSource);
+
+	// We are good to go, resume the CADisplayLink
+	[displayLink setPaused: NO];
+#endif
+
 	if (!active) {
 		printf("draw view not active!\n");
 		return;

+ 1 - 1
platform/isim/detect.py

@@ -22,7 +22,7 @@ def get_opts():
 	return [
 		('ISIMPLATFORM', 'name of the iphone platform', 'iPhoneSimulator'),
 		('ISIMPATH', 'the path to iphone toolchain', '/Applications/Xcode.app/Contents/Developer/Platforms/${ISIMPLATFORM}.platform'),
-		('ISIMSDK', 'path to the iphone SDK', '$ISIMPATH/Developer/SDKs/${ISIMPLATFORM}7.1.sdk'),
+		('ISIMSDK', 'path to the iphone SDK', '$ISIMPATH/Developer/SDKs/${ISIMPLATFORM}.sdk'),
 		('game_center', 'Support for game center', 'yes'),
 		('store_kit', 'Support for in-app store', 'yes'),
 		('ios_gles22_override', 'Force GLES2.0 on iOS', 'yes'),

+ 12 - 1
platform/osx/os_osx.mm

@@ -1093,8 +1093,19 @@ void OS_OSX::warp_mouse_pos(const Point2& p_to) {
         mouse_y = p_to.y;
     }
     else{ //set OS position
-        CGPoint lMouseWarpPos = {p_to.x, p_to.y};
         
+	/* this code has not been tested, please be a kind soul and fix it if it fails! */
+
+	//local point in window coords
+	NSPoint localPoint = { p_to.x, p_to.y };
+
+	NSPoint pointInWindow = [window_view convertPoint:localPoint toView:nil];
+	NSPoint pointOnScreen = [[window_view window] convertRectToScreen:(NSRect){.origin=pointInWindow}].origin;
+
+	//point in scren coords
+	CGPoint lMouseWarpPos = { pointOnScreen.x, pointOnScreen.y};
+
+	//do the warping
         CGEventSourceRef lEventRef = CGEventSourceCreate(kCGEventSourceStateCombinedSessionState);
         CGEventSourceSetLocalEventsSuppressionInterval(lEventRef, 0.0);
         CGAssociateMouseAndMouseCursorPosition(false);

+ 2 - 2
platform/windows/detect.py

@@ -115,7 +115,7 @@ def configure(env):
 		env.Append(CCFLAGS=['/DGLES2_ENABLED'])
 
 		env.Append(CCFLAGS=['/DGLEW_ENABLED'])
-		LIBS=['winmm','opengl32','dsound','kernel32','ole32','user32','gdi32', 'IPHLPAPI', 'wsock32', 'shell32','advapi32']
+		LIBS=['winmm','opengl32','dsound','kernel32','ole32','user32','gdi32', 'IPHLPAPI','Shlwapi', 'wsock32', 'shell32','advapi32']
 		env.Append(LINKFLAGS=[p+env["LIBSUFFIX"] for p in LIBS])
 		
 		env.Append(LIBPATH=[os.getenv("WindowsSdkDir")+"/Lib"])
@@ -229,7 +229,7 @@ def configure(env):
 		env.Append(CCFLAGS=['-DWINDOWS_ENABLED','-mwindows'])
 		env.Append(CPPFLAGS=['-DRTAUDIO_ENABLED'])
 		env.Append(CCFLAGS=['-DGLES2_ENABLED','-DGLEW_ENABLED'])
-		env.Append(LIBS=['mingw32','opengl32', 'dsound', 'ole32', 'd3d9','winmm','gdi32','iphlpapi','wsock32','kernel32'])
+		env.Append(LIBS=['mingw32','opengl32', 'dsound', 'ole32', 'd3d9','winmm','gdi32','iphlpapi','shlwapi','wsock32','kernel32'])
 
 		if (env["bits"]=="32" and env["mingw64_for_32"]!="yes"):
 #			env.Append(LIBS=['gcc_s'])

+ 70 - 6
platform/windows/os_windows.cpp

@@ -54,10 +54,16 @@
 #include "io/marshalls.h"
 
 #include "shlobj.h"
+#include <regstr.h>
+
 static const WORD MAX_CONSOLE_LINES = 1500;
 
 extern "C" {
+#ifdef _MSC_VER
 	_declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
+#else
+	__attribute__((visibility("default"))) DWORD NvOptimusEnablement = 0x00000001;
+#endif
 }
 
 //#define STDOUT_FILE
@@ -589,10 +595,11 @@ LRESULT OS_Windows::WndProc(HWND hWnd,UINT uMsg, WPARAM	wParam,	LPARAM	lParam) {
 
 			ERR_BREAK(key_event_pos >= KEY_EVENT_BUFFER_SIZE);
 
+			// Make sure we don't include modifiers for the modifier key itself.
 			KeyEvent ke;
-			ke.mod_state.shift=shift_mem;
-			ke.mod_state.alt=alt_mem;
-			ke.mod_state.control=control_mem;
+			ke.mod_state.shift= (wParam != VK_SHIFT) ? shift_mem : false;
+			ke.mod_state.alt= (! (wParam == VK_MENU && (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN))) ? alt_mem : false;
+			ke.mod_state.control= (wParam != VK_CONTROL) ? control_mem : false;
 			ke.mod_state.meta=meta_mem;
 			ke.uMsg=uMsg;
 
@@ -680,6 +687,53 @@ LRESULT CALLBACK WndProc(HWND	hWnd,UINT uMsg,	WPARAM	wParam,	LPARAM	lParam)	{
 
 }
 
+
+String OS_Windows::get_joystick_name(int id, JOYCAPS jcaps)
+{
+	char buffer [256];
+	char OEM [256];
+	HKEY hKey;
+	DWORD sz;
+	int res;
+
+	_snprintf(buffer, sizeof(buffer), "%s\\%s\\%s",
+				REGSTR_PATH_JOYCONFIG, jcaps.szRegKey,
+				REGSTR_KEY_JOYCURR );
+	res = RegOpenKeyEx(HKEY_LOCAL_MACHINE, buffer, 0, KEY_QUERY_VALUE, &hKey);
+	if (res != ERROR_SUCCESS)
+	{
+		res = RegOpenKeyEx(HKEY_CURRENT_USER, buffer, 0, KEY_QUERY_VALUE, &hKey);
+		if (res != ERROR_SUCCESS) 
+			return "";
+	}
+
+	sz = sizeof(OEM);
+	_snprintf( buffer, sizeof(buffer), "Joystick%d%s", id + 1, REGSTR_VAL_JOYOEMNAME);
+	res = RegQueryValueEx ( hKey, buffer, 0, 0, (LPBYTE) OEM, &sz);
+	RegCloseKey ( hKey );
+	if (res != ERROR_SUCCESS) 
+		return "";
+
+	_snprintf( buffer, sizeof(buffer), "%s\\%s", REGSTR_PATH_JOYOEM, OEM);
+	res = RegOpenKeyEx(HKEY_LOCAL_MACHINE, buffer, 0, KEY_QUERY_VALUE, &hKey);
+	if (res != ERROR_SUCCESS)
+	{
+		res = RegOpenKeyEx(HKEY_CURRENT_USER, buffer, 0, KEY_QUERY_VALUE, &hKey);
+		if (res != ERROR_SUCCESS)
+			return "";
+	}
+		
+
+	sz = sizeof(buffer);
+	res = RegQueryValueEx(hKey, REGSTR_VAL_JOYOEMNAME, 0, 0, (LPBYTE) buffer,
+						  &sz);
+	RegCloseKey(hKey);
+	if (res != ERROR_SUCCESS) 
+		return "";
+
+	return String(buffer);
+}
+
 void OS_Windows::probe_joysticks() {
 
 	static uint32_t last_attached = 0;
@@ -721,7 +775,13 @@ void OS_Windows::probe_joysticks() {
 			JOYCAPS jcaps;
 			MMRESULT res = joyGetDevCaps(JOYSTICKID1 + i, &jcaps, sizeof(jcaps));
 			if (res == JOYERR_NOERROR) {
-				joy.name = jcaps.szPname;
+				String name = get_joystick_name(JOYSTICKID1 + i, jcaps);
+				if ( name == "")
+					joy.name = jcaps.szPname;
+				else
+					joy.name = name;
+				
+					
 			};
 		};
 
@@ -1377,9 +1437,13 @@ void OS_Windows::warp_mouse_pos(const Point2& p_to) {
 		old_y=p_to.y;
 	} else {
 
-		SetCursorPos(p_to.x, p_to.y);
-	}
+		POINT p;
+		p.x=p_to.x;
+		p.y=p_to.y;
+		ClientToScreen(hWnd,&p);
 
+		SetCursorPos(p.x,p.y);
+	}
 }
 
 Point2 OS_Windows::get_mouse_pos() const {

+ 1 - 0
platform/windows/os_windows.h

@@ -187,6 +187,7 @@ protected:
 	void probe_joysticks();
 	void process_joysticks();
 	void process_key_events();
+	String get_joystick_name( int id, JOYCAPS jcaps);
 	
 	struct ProcessInfo {
 

+ 2 - 3
platform/winrt/os_winrt.cpp

@@ -27,7 +27,6 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 #include "drivers/gles2/rasterizer_gles2.h"
-#include "drivers/gles1/rasterizer_gles1.h"
 #include "os_winrt.h"
 #include "drivers/nedmalloc/memory_pool_static_nedmalloc.h"
 #include "drivers/unix/memory_pool_static_malloc.h"
@@ -62,11 +61,11 @@ using namespace Microsoft::WRL;
 
 int OSWinrt::get_video_driver_count() const {
 
-	return 2;
+	return 1;
 }
 const char * OSWinrt::get_video_driver_name(int p_driver) const {
 
-	return p_driver==0?"GLES2":"GLES1";
+	return "GLES2";
 }
 
 OS::VideoMode OSWinrt::get_default_video_mode() const {

+ 11 - 17
platform/x11/detect.py

@@ -70,24 +70,23 @@ def configure(env):
 		else:
 			env["bits"]="32"
 
-
 	env.Append(CPPPATH=['#platform/x11'])
 	if (env["use_llvm"]=="yes"):
-		env["CC"]="clang"
-		env["CXX"]="clang++"
-		env["LD"]="clang++"
-		if (env["use_sanitizer"]=="yes"):
-			env.Append(CXXFLAGS=['-fsanitize=address','-fno-omit-frame-pointer'])
-			env.Append(LINKFLAGS=['-fsanitize=address'])
-			env.extra_suffix=".llvms"
-		else:
-			env.extra_suffix=".llvm"
+		if 'clang++' not in env['CXX']:
+			env["CC"]="clang"
+			env["CXX"]="clang++"
+			env["LD"]="clang++"
+		env.Append(CPPFLAGS=['-DTYPED_METHOD_BIND'])
+		env.extra_suffix=".llvm"
+
 		if (env["colored"]=="yes"):
 			if sys.stdout.isatty():
 				env.Append(CXXFLAGS=["-fcolor-diagnostics"])
 
-
-
+	if (env["use_sanitizer"]=="yes"):
+		env.Append(CXXFLAGS=['-fsanitize=address','-fno-omit-frame-pointer'])
+		env.Append(LINKFLAGS=['-fsanitize=address'])
+		env.extra_suffix+="s"
 
 	#if (env["tools"]=="no"):
 	#	#no tools suffix
@@ -141,11 +140,6 @@ def configure(env):
 		env.Append(LINKFLAGS=['-m64','-L/usr/lib/i686-linux-gnu'])
 
 
-	if (env["CXX"]=="clang++"):
-		env.Append(CPPFLAGS=['-DTYPED_METHOD_BIND'])
-		env["CC"]="clang"
-		env["LD"]="clang++"
-
 	import methods
 
 	env.Append( BUILDERS = { 'GLSL120' : env.Builder(action = methods.build_legacygl_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )

+ 5 - 1
platform/x11/os_x11.cpp

@@ -479,8 +479,12 @@ void OS_X11::warp_mouse_pos(const Point2& p_to) {
 		last_mouse_pos=p_to;
 	} else {
 
+		/*XWindowAttributes xwa;
+		XGetWindowAttributes(x11_display, x11_window, &xwa);
+		printf("%d %d\n", xwa.x, xwa.y); needed? */
+
 		XWarpPointer(x11_display, None, x11_window,
-			      0,0,0,0, (int)p_to.x, (int)p_to.y);
+			      0,0,0,0, (int)p_to.x , (int)p_to.y);
 	}
 
 }

+ 228 - 87
scene/2d/canvas_item.cpp

@@ -36,6 +36,192 @@
 #include "scene/resources/texture.h"
 #include "scene/resources/style_box.h"
 
+
+bool CanvasItemMaterial::_set(const StringName& p_name, const Variant& p_value) {
+
+	if (p_name==SceneStringNames::get_singleton()->shader_shader) {
+		set_shader(p_value);
+		return true;
+	} else if (p_name==SceneStringNames::get_singleton()->shader_unshaded) {
+		set_unshaded(p_value);
+		print_line("set unshaded");
+		return true;
+	} else {
+
+		if (shader.is_valid()) {
+
+
+			StringName pr = shader->remap_param(p_name);
+			if (!pr) {
+				String n = p_name;
+				if (n.find("param/")==0) { //backwards compatibility
+					pr = n.substr(6,n.length());
+				}
+			}
+			if (pr) {
+				VisualServer::get_singleton()->canvas_item_material_set_shader_param(material,pr,p_value);
+				return true;
+			}
+		}
+	}
+
+	return false;
+}
+
+bool CanvasItemMaterial::_get(const StringName& p_name,Variant &r_ret) const {
+
+
+	if (p_name==SceneStringNames::get_singleton()->shader_shader) {
+
+		r_ret=get_shader();
+		return true;
+	} else if (p_name==SceneStringNames::get_singleton()->shader_unshaded) {
+
+
+		r_ret=unshaded;
+		return true;
+	} else {
+
+		if (shader.is_valid()) {
+
+			StringName pr = shader->remap_param(p_name);
+			if (pr) {
+				r_ret=VisualServer::get_singleton()->canvas_item_material_get_shader_param(material,pr);
+				return true;
+			}
+		}
+
+	}
+
+
+	return false;
+}
+
+
+void CanvasItemMaterial::_get_property_list( List<PropertyInfo> *p_list) const {
+
+	p_list->push_back( PropertyInfo( Variant::OBJECT, "shader/shader", PROPERTY_HINT_RESOURCE_TYPE,"CanvasItemShader,CanvasItemShaderGraph" ) );
+	p_list->push_back( PropertyInfo( Variant::BOOL, "shader/unshaded") );
+
+	if (!shader.is_null()) {
+
+		shader->get_param_list(p_list);
+	}
+
+}
+
+void CanvasItemMaterial::set_shader(const Ref<Shader>& p_shader) {
+
+	ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode()!=Shader::MODE_CANVAS_ITEM);
+#ifdef TOOLS_ENABLED
+
+	if (shader.is_valid()) {
+		shader->disconnect("changed",this,"_shader_changed");
+	}
+#endif
+	shader=p_shader;
+
+#ifdef TOOLS_ENABLED
+
+	if (shader.is_valid()) {
+		shader->connect("changed",this,"_shader_changed");
+	}
+#endif
+
+	RID rid;
+	if (shader.is_valid())
+		rid=shader->get_rid();
+
+	VS::get_singleton()->canvas_item_material_set_shader(material,rid);
+	_change_notify(); //properties for shader exposed
+	emit_changed();
+}
+
+Ref<Shader> CanvasItemMaterial::get_shader() const{
+
+	return shader;
+}
+
+void CanvasItemMaterial::set_shader_param(const StringName& p_param,const Variant& p_value){
+
+	VS::get_singleton()->canvas_item_material_set_shader_param(material,p_param,p_value);
+}
+
+Variant CanvasItemMaterial::get_shader_param(const StringName& p_param) const{
+
+	return VS::get_singleton()->canvas_item_material_get_shader_param(material,p_param);
+}
+
+void CanvasItemMaterial::_shader_changed() {
+
+
+}
+
+RID CanvasItemMaterial::get_rid() const {
+
+	return material;
+}
+
+void CanvasItemMaterial::set_unshaded(bool p_unshaded) {
+
+	unshaded=p_unshaded;
+	VS::get_singleton()->canvas_item_material_set_unshaded(material,p_unshaded);
+}
+
+bool CanvasItemMaterial::is_unshaded() const{
+
+	return unshaded;
+}
+
+void CanvasItemMaterial::_bind_methods() {
+
+	ObjectTypeDB::bind_method(_MD("set_shader","shader:Shader"),&CanvasItemMaterial::set_shader);
+	ObjectTypeDB::bind_method(_MD("get_shader:Shader"),&CanvasItemMaterial::get_shader);
+	ObjectTypeDB::bind_method(_MD("set_shader_param","param","value"),&CanvasItemMaterial::set_shader_param);
+	ObjectTypeDB::bind_method(_MD("get_shader_param","param"),&CanvasItemMaterial::get_shader_param);
+	ObjectTypeDB::bind_method(_MD("set_unshaded","unshaded"),&CanvasItemMaterial::set_unshaded);
+	ObjectTypeDB::bind_method(_MD("is_unshaded"),&CanvasItemMaterial::is_unshaded);
+
+}
+
+void CanvasItemMaterial::get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const {
+
+	String f = p_function.operator String();
+	if ((f=="get_shader_param" || f=="set_shader_param") && p_idx==0) {
+
+		if (shader.is_valid()) {
+			List<PropertyInfo> pl;
+			shader->get_param_list(&pl);
+			for (List<PropertyInfo>::Element *E=pl.front();E;E=E->next()) {
+				r_options->push_back("\""+E->get().name.replace_first("shader_param/","")+"\"");
+			}
+		}
+	}
+	Resource::get_argument_options(p_function,p_idx,r_options);
+}
+
+CanvasItemMaterial::CanvasItemMaterial() {
+
+	material=VS::get_singleton()->canvas_item_material_create();
+	unshaded=false;
+}
+
+CanvasItemMaterial::~CanvasItemMaterial(){
+
+	VS::get_singleton()->free(material);
+}
+
+
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////
+
+
+
 bool CanvasItem::is_visible() const {
 
 	if (!is_inside_tree())
@@ -458,6 +644,16 @@ CanvasItem::BlendMode CanvasItem::get_blend_mode() const {
 	return blend_mode;
 }
 
+void CanvasItem::set_light_mask(int p_light_mask) {
+
+	light_mask=p_light_mask;
+	VS::get_singleton()->canvas_item_set_light_mask(canvas_item,p_light_mask);
+}
+
+int CanvasItem::get_light_mask() const{
+
+	return light_mask;
+}
 
 
 void CanvasItem::item_rect_changed() {
@@ -511,7 +707,7 @@ void CanvasItem::draw_texture(const Ref<Texture>& p_texture,const Point2& p_pos)
 	p_texture->draw(canvas_item,p_pos);
 }
 
-void CanvasItem::draw_texture_rect(const Ref<Texture>& p_texture,const Rect2& p_rect, bool p_tile,const Color& p_modulate) {
+void CanvasItem::draw_texture_rect(const Ref<Texture>& p_texture,const Rect2& p_rect, bool p_tile,const Color& p_modulate, bool p_transpose) {
 
 	if (!drawing) {
 		ERR_EXPLAIN("Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
@@ -519,17 +715,17 @@ void CanvasItem::draw_texture_rect(const Ref<Texture>& p_texture,const Rect2& p_
 	}
 
 	ERR_FAIL_COND(p_texture.is_null());
-	p_texture->draw_rect(canvas_item,p_rect,p_tile,p_modulate);
+	p_texture->draw_rect(canvas_item,p_rect,p_tile,p_modulate,p_transpose);
 
 }
-void CanvasItem::draw_texture_rect_region(const Ref<Texture>& p_texture,const Rect2& p_rect, const Rect2& p_src_rect,const Color& p_modulate) {
+void CanvasItem::draw_texture_rect_region(const Ref<Texture>& p_texture,const Rect2& p_rect, const Rect2& p_src_rect,const Color& p_modulate, bool p_transpose) {
 
 	if (!drawing) {
 		ERR_EXPLAIN("Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
 		ERR_FAIL();
 	}
 	ERR_FAIL_COND(p_texture.is_null());
-	p_texture->draw_rect_region(canvas_item,p_rect,p_src_rect,p_modulate);
+	p_texture->draw_rect_region(canvas_item,p_rect,p_src_rect,p_modulate,p_transpose);
 }
 
 void CanvasItem::draw_style_box(const Ref<StyleBox>& p_style_box,const Rect2& p_rect) {
@@ -720,95 +916,36 @@ bool CanvasItem::is_draw_behind_parent_enabled() const{
 	return behind;
 }
 
-void CanvasItem::set_shader(const Ref<Shader>& p_shader) {
-
-	ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode()!=Shader::MODE_CANVAS_ITEM);
-
-#ifdef TOOLS_ENABLED
+void CanvasItem::set_material(const Ref<CanvasItemMaterial>& p_material) {
 
-	if (shader.is_valid()) {
-		shader->disconnect("changed",this,"_shader_changed");
-	}
-#endif
-	shader=p_shader;
-
-#ifdef TOOLS_ENABLED
-
-	if (shader.is_valid()) {
-		shader->connect("changed",this,"_shader_changed");
-	}
-#endif
 
+	material=p_material;
 	RID rid;
-	if (shader.is_valid())
-		rid=shader->get_rid();
-	VS::get_singleton()->canvas_item_set_shader(canvas_item,rid);
-	_change_notify(); //properties for shader exposed
+	if (material.is_valid())
+		rid=material->get_rid();
+	VS::get_singleton()->canvas_item_set_material(canvas_item,rid);
+	_change_notify(); //properties for material exposed
 }
 
-void CanvasItem::set_use_parent_shader(bool p_use_parent_shader) {
+void CanvasItem::set_use_parent_material(bool p_use_parent_material) {
 
-	use_parent_shader=p_use_parent_shader;
-	VS::get_singleton()->canvas_item_set_use_parent_shader(canvas_item,p_use_parent_shader);
+	use_parent_material=p_use_parent_material;
+	VS::get_singleton()->canvas_item_set_use_parent_material(canvas_item,p_use_parent_material);
 }
 
-bool CanvasItem::get_use_parent_shader() const{
+bool CanvasItem::get_use_parent_material() const{
 
-	return use_parent_shader;
+	return use_parent_material;
 }
 
-Ref<Shader> CanvasItem::get_shader() const{
+Ref<CanvasItemMaterial> CanvasItem::get_material() const{
 
-	return shader;
-}
-
-void CanvasItem::set_shader_param(const StringName& p_param,const Variant& p_value) {
-
-	VS::get_singleton()->canvas_item_set_shader_param(canvas_item,p_param,p_value);
-}
-
-Variant CanvasItem::get_shader_param(const StringName& p_param) const {
-
-	return VS::get_singleton()->canvas_item_get_shader_param(canvas_item,p_param);
-}
-
-bool CanvasItem::_set(const StringName& p_name, const Variant& p_value) {
-
-	if (shader.is_valid()) {
-		StringName pr = shader->remap_param(p_name);
-		if (pr) {
-			set_shader_param(pr,p_value);
-			return true;
-		}
-	}
-	return false;
+	return material;
 }
 
-bool CanvasItem::_get(const StringName& p_name,Variant &r_ret) const{
 
-	if (shader.is_valid()) {
-		StringName pr = shader->remap_param(p_name);
-		if (pr) {
-			r_ret=get_shader_param(pr);
-			return true;
-		}
-	}
-	return false;
 
-}
-void CanvasItem::_get_property_list( List<PropertyInfo> *p_list) const{
 
-	if (shader.is_valid()) {
-		shader->get_param_list(p_list);
-	}
-}
-
-#ifdef TOOLS_ENABLED
-void CanvasItem::_shader_changed() {
-
-	_change_notify();
-}
-#endif
 
 void CanvasItem::_bind_methods() {
 
@@ -840,19 +977,19 @@ void CanvasItem::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&CanvasItem::set_blend_mode);
 	ObjectTypeDB::bind_method(_MD("get_blend_mode"),&CanvasItem::get_blend_mode);
 
+	ObjectTypeDB::bind_method(_MD("set_light_mask","light_mask"),&CanvasItem::set_light_mask);
+	ObjectTypeDB::bind_method(_MD("get_light_mask"),&CanvasItem::get_light_mask);
+
 	ObjectTypeDB::bind_method(_MD("set_opacity","opacity"),&CanvasItem::set_opacity);
 	ObjectTypeDB::bind_method(_MD("get_opacity"),&CanvasItem::get_opacity);
 	ObjectTypeDB::bind_method(_MD("set_self_opacity","self_opacity"),&CanvasItem::set_self_opacity);
 	ObjectTypeDB::bind_method(_MD("get_self_opacity"),&CanvasItem::get_self_opacity);
 
-	ObjectTypeDB::bind_method(_MD("set_draw_behind_parent","enabe"),&CanvasItem::set_draw_behind_parent);
+	ObjectTypeDB::bind_method(_MD("set_draw_behind_parent","enable"),&CanvasItem::set_draw_behind_parent);
 	ObjectTypeDB::bind_method(_MD("is_draw_behind_parent_enabled"),&CanvasItem::is_draw_behind_parent_enabled);
 
 	ObjectTypeDB::bind_method(_MD("_set_on_top","on_top"),&CanvasItem::_set_on_top);
 	ObjectTypeDB::bind_method(_MD("_is_on_top"),&CanvasItem::_is_on_top);
-#ifdef TOOLS_ENABLED
-	ObjectTypeDB::bind_method(_MD("_shader_changed"),&CanvasItem::_shader_changed);
-#endif
 	//ObjectTypeDB::bind_method(_MD("get_transform"),&CanvasItem::get_transform);
 
 	ObjectTypeDB::bind_method(_MD("draw_line","from","to","color","width"),&CanvasItem::draw_line,DEFVAL(1.0));
@@ -871,16 +1008,18 @@ void CanvasItem::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("draw_set_transform","pos","rot","scale"),&CanvasItem::draw_set_transform);
 	ObjectTypeDB::bind_method(_MD("get_transform"),&CanvasItem::get_transform);
 	ObjectTypeDB::bind_method(_MD("get_global_transform"),&CanvasItem::get_global_transform);
+	ObjectTypeDB::bind_method(_MD("get_global_transform_with_canvas"),&CanvasItem::get_global_transform_with_canvas);
 	ObjectTypeDB::bind_method(_MD("get_viewport_transform"),&CanvasItem::get_viewport_transform);
 	ObjectTypeDB::bind_method(_MD("get_viewport_rect"),&CanvasItem::get_viewport_rect);
 	ObjectTypeDB::bind_method(_MD("get_canvas"),&CanvasItem::get_canvas);
 	ObjectTypeDB::bind_method(_MD("get_world_2d"),&CanvasItem::get_world_2d);
 	//ObjectTypeDB::bind_method(_MD("get_viewport"),&CanvasItem::get_viewport);
 
-	ObjectTypeDB::bind_method(_MD("set_shader","shader"),&CanvasItem::set_shader);
-	ObjectTypeDB::bind_method(_MD("get_shader"),&CanvasItem::get_shader);
-	ObjectTypeDB::bind_method(_MD("set_use_parent_shader","enable"),&CanvasItem::set_use_parent_shader);
-	ObjectTypeDB::bind_method(_MD("get_use_parent_shader"),&CanvasItem::get_use_parent_shader);
+	ObjectTypeDB::bind_method(_MD("set_material","material:CanvasItemMaterial"),&CanvasItem::set_material);
+	ObjectTypeDB::bind_method(_MD("get_material:CanvasItemMaterial"),&CanvasItem::get_material);
+
+	ObjectTypeDB::bind_method(_MD("set_use_parent_material","enable"),&CanvasItem::set_use_parent_material);
+	ObjectTypeDB::bind_method(_MD("get_use_parent_material"),&CanvasItem::get_use_parent_material);
 
 	BIND_VMETHOD(MethodInfo("_draw"));
 
@@ -891,8 +1030,9 @@ void CanvasItem::_bind_methods() {
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/on_top",PROPERTY_HINT_NONE,"",0), _SCS("_set_on_top"),_SCS("_is_on_top") ); //compatibility
 
 	ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"visibility/blend_mode",PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,PMAlpha"), _SCS("set_blend_mode"),_SCS("get_blend_mode") );
-	ADD_PROPERTYNZ( PropertyInfo(Variant::OBJECT,"shader/shader",PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemShader,CanvasItemShaderGraph"), _SCS("set_shader"),_SCS("get_shader") );
-	ADD_PROPERTYNZ( PropertyInfo(Variant::BOOL,"shader/use_parent"), _SCS("set_use_parent_shader"),_SCS("get_use_parent_shader") );
+	ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"visibility/light_mask",PROPERTY_HINT_ALL_FLAGS), _SCS("set_light_mask"),_SCS("get_light_mask") );
+	ADD_PROPERTYNZ( PropertyInfo(Variant::OBJECT,"material/material",PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemMaterial"), _SCS("set_material"),_SCS("get_material") );
+	ADD_PROPERTYNZ( PropertyInfo(Variant::BOOL,"material/use_parent"), _SCS("set_use_parent_material"),_SCS("get_use_parent_material") );
 	//exporting these two things doesn't really make much sense i think
 	//ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transform/toplevel"), _SCS("set_as_toplevel"),_SCS("is_set_as_toplevel") );
 	//ADD_PROPERTY(PropertyInfo(Variant::BOOL,"transform/notify"),_SCS("set_transform_notify"),_SCS("is_transform_notify_enabled"));
@@ -969,8 +1109,9 @@ CanvasItem::CanvasItem() : xform_change(this) {
 	block_transform_notify=false;
 //	viewport=NULL;
 	canvas_layer=NULL;
-	use_parent_shader;
+	use_parent_material=false;
 	global_invalid=true;
+	light_mask=1;
 
 	C=NULL;
 

+ 47 - 18
scene/2d/canvas_item.h

@@ -40,6 +40,41 @@ class Font;
 
 class StyleBox;
 
+class CanvasItemMaterial : public Resource{
+
+	OBJ_TYPE(CanvasItemMaterial,Resource);
+	RID material;
+	Ref<Shader> shader;
+	bool unshaded;
+
+protected:
+
+	bool _set(const StringName& p_name, const Variant& p_value);
+	bool _get(const StringName& p_name,Variant &r_ret) const;
+	void _get_property_list( List<PropertyInfo> *p_list) const;
+
+	void _shader_changed();
+	static void _bind_methods();
+
+	void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
+
+public:
+
+	void set_shader(const Ref<Shader>& p_shader);
+	Ref<Shader> get_shader() const;
+
+	void set_shader_param(const StringName& p_param,const Variant& p_value);
+	Variant get_shader_param(const StringName& p_param) const;
+
+	void set_unshaded(bool p_unshaded);
+	bool is_unshaded() const;
+
+	virtual RID get_rid() const;
+	CanvasItemMaterial();
+	~CanvasItemMaterial();
+};
+
+
 class CanvasItem : public Node {
 
 	OBJ_TYPE( CanvasItem, Node );
@@ -71,6 +106,7 @@ private:
 	List<CanvasItem*>::Element *C;
 
 	BlendMode blend_mode;
+	int light_mask;
 
 	bool first_draw;
 	bool hidden;
@@ -80,9 +116,9 @@ private:
 	bool drawing;
 	bool block_transform_notify;
 	bool behind;
+	bool use_parent_material;
 
-	bool use_parent_shader;
-	Ref<Shader> shader;
+	Ref<CanvasItemMaterial> material;
 
 	mutable Matrix32 global_transform;
 	mutable bool global_invalid;
@@ -103,9 +139,6 @@ private:
 	void _queue_sort_children();
 	void _sort_children();
 
-#ifdef TOOLS_ENABLED
-	void _shader_changed();
-#endif
 	void _notify_transform(CanvasItem *p_node);
 
 	void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
@@ -113,11 +146,6 @@ private:
 
 protected:
 
-	bool _set(const StringName& p_name, const Variant& p_value);
-	bool _get(const StringName& p_name,Variant &r_ret) const;
-	void _get_property_list( List<PropertyInfo> *p_list) const;
-
-
 	_FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) return; _notify_transform(this); if (!block_transform_notify) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); }
 
 	void item_rect_changed();
@@ -158,6 +186,9 @@ public:
 	void set_blend_mode(BlendMode p_blend_mode);
 	BlendMode get_blend_mode() const;
 
+	void set_light_mask(int p_light_mask);
+	int get_light_mask() const;
+
 	void set_opacity(float p_opacity);
 	float get_opacity() const;
 
@@ -170,8 +201,8 @@ public:
 	void draw_rect(const Rect2& p_rect, const Color& p_color);
 	void draw_circle(const Point2& p_pos, float p_radius, const Color& p_color);
 	void draw_texture(const Ref<Texture>& p_texture,const Point2& p_pos);
-	void draw_texture_rect(const Ref<Texture>& p_texture, const Rect2& p_rect, bool p_tile=false,const Color& p_modulate=Color(1,1,1));
-	void draw_texture_rect_region(const Ref<Texture>& p_texture,const Rect2& p_rect, const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1));
+	void draw_texture_rect(const Ref<Texture>& p_texture, const Rect2& p_rect, bool p_tile=false,const Color& p_modulate=Color(1,1,1), bool p_transpose=false);
+	void draw_texture_rect_region(const Ref<Texture>& p_texture,const Rect2& p_rect, const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1), bool p_transpose=false);
 	void draw_style_box(const Ref<StyleBox>& p_style_box,const Rect2& p_rect);
 	void draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, Ref<Texture> p_texture=Ref<Texture>(),float p_width=1);
 	void draw_polygon(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), Ref<Texture> p_texture=Ref<Texture>());
@@ -212,14 +243,12 @@ public:
 	RID get_canvas() const;
 	Ref<World2D> get_world_2d() const;
 
-	void set_shader(const Ref<Shader>& p_shader);
-	Ref<Shader> get_shader() const;
+	void set_material(const Ref<CanvasItemMaterial>& p_material);
+	Ref<CanvasItemMaterial> get_material() const;
 
-	void set_use_parent_shader(bool p_use_parent_shader);
-	bool get_use_parent_shader() const;
+	void set_use_parent_material(bool p_use_parent_material);
+	bool get_use_parent_material() const;
 
-	void set_shader_param(const StringName& p_param,const Variant& p_value);
-	Variant get_shader_param(const StringName& p_param) const;
 
 	CanvasItem();
 	~CanvasItem();

+ 46 - 0
scene/2d/canvas_modulate.cpp

@@ -0,0 +1,46 @@
+#include "canvas_modulate.h"
+
+
+void CanvasModulate::_notification(int p_what) {
+
+	if (p_what==NOTIFICATION_ENTER_CANVAS) {
+
+		VS::get_singleton()->canvas_set_modulate(get_canvas(),color);
+	} else if (p_what==NOTIFICATION_EXIT_CANVAS) {
+
+		VS::get_singleton()->canvas_set_modulate(get_canvas(),Color(1,1,1,1));
+	}
+}
+
+void CanvasModulate::_bind_methods(){
+
+	ObjectTypeDB::bind_method(_MD("set_color","color"),&CanvasModulate::set_color);
+	ObjectTypeDB::bind_method(_MD("get_color"),&CanvasModulate::get_color);
+
+	ADD_PROPERTY(PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
+}
+
+
+void CanvasModulate::set_color(const Color& p_color){
+
+	color=p_color;
+	if (is_inside_tree()) {
+		VS::get_singleton()->canvas_set_modulate(get_canvas(),color);
+	}
+}
+Color CanvasModulate::get_color() const {
+
+	return color;
+}
+
+
+CanvasModulate::CanvasModulate()
+{
+	color=Color(1,1,1,1);
+}
+
+CanvasModulate::~CanvasModulate()
+{
+
+}
+

+ 23 - 0
scene/2d/canvas_modulate.h

@@ -0,0 +1,23 @@
+#ifndef CANVASMODULATE_H
+#define CANVASMODULATE_H
+
+#include "scene/2d/node_2d.h"
+
+class CanvasModulate : public Node2D {
+
+	OBJ_TYPE(CanvasModulate,Node2D);
+
+	Color color;
+protected:
+	void _notification(int p_what);
+	static void _bind_methods();
+public:
+
+	void set_color(const Color& p_color);
+	Color get_color() const;
+
+	CanvasModulate();
+	~CanvasModulate();
+};
+
+#endif // CANVASMODULATE_H

+ 300 - 0
scene/2d/light_2d.cpp

@@ -0,0 +1,300 @@
+#include "light_2d.h"
+#include "servers/visual_server.h"
+
+void Light2D::edit_set_pivot(const Point2& p_pivot) {
+
+	set_texture_offset(p_pivot);
+
+}
+
+Point2 Light2D::edit_get_pivot() const {
+
+	return get_texture_offset();
+}
+bool Light2D::edit_has_pivot() const {
+
+	return true;
+}
+
+Rect2 Light2D::get_item_rect() const {
+
+	if (texture.is_null())
+		return Rect2(0,0,1,1);
+
+	Size2i s;
+
+	s = texture->get_size();
+	Point2i ofs=texture_offset;
+	ofs-=s/2;
+
+	if (s==Size2(0,0))
+		s=Size2(1,1);
+
+	return Rect2(ofs,s);
+}
+
+
+void Light2D::set_enabled( bool p_enabled) {
+
+	VS::get_singleton()->canvas_light_set_enabled(canvas_light,p_enabled);
+	enabled=p_enabled;
+}
+
+bool Light2D::is_enabled() const {
+
+	return enabled;
+}
+
+void Light2D::set_texture( const Ref<Texture>& p_texture) {
+
+	texture=p_texture;
+	if (texture.is_valid())
+		VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid());
+	else
+		VS::get_singleton()->canvas_light_set_texture(canvas_light,RID());
+}
+
+Ref<Texture> Light2D::get_texture() const {
+
+	return texture;
+}
+
+void Light2D::set_texture_offset( const Vector2& p_offset) {
+
+	texture_offset=p_offset;
+	VS::get_singleton()->canvas_light_set_texture_offset(canvas_light,texture_offset);
+}
+
+Vector2 Light2D::get_texture_offset() const {
+
+	return texture_offset;
+}
+
+void Light2D::set_color( const Color& p_color) {
+
+	color=p_color;
+	VS::get_singleton()->canvas_light_set_color(canvas_light,color);
+
+}
+Color Light2D::get_color() const {
+
+	return color;
+}
+
+void Light2D::set_height( float p_height) {
+
+	height=p_height;
+	VS::get_singleton()->canvas_light_set_height(canvas_light,height);
+
+}
+float Light2D::get_height() const {
+
+	return height;
+}
+
+void Light2D::set_z_range_min( int p_min_z) {
+
+	z_min=p_min_z;
+	VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
+
+}
+int Light2D::get_z_range_min() const {
+
+	return z_min;
+}
+
+void Light2D::set_z_range_max( int p_max_z) {
+
+	z_max=p_max_z;
+	VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
+
+}
+int Light2D::get_z_range_max() const {
+
+	return z_max;
+}
+
+void Light2D::set_layer_range_min( int p_min_layer) {
+
+	layer_min=p_min_layer;
+	VS::get_singleton()->canvas_light_set_layer_range(canvas_light,layer_min,layer_max);
+
+}
+int Light2D::get_layer_range_min() const {
+
+	return layer_min;
+}
+
+void Light2D::set_layer_range_max( int p_max_layer) {
+
+	layer_max=p_max_layer;
+	VS::get_singleton()->canvas_light_set_layer_range(canvas_light,layer_min,layer_max);
+
+}
+int Light2D::get_layer_range_max() const {
+
+	return layer_max;
+}
+
+void Light2D::set_item_mask( int p_mask) {
+
+	item_mask=p_mask;
+	VS::get_singleton()->canvas_light_set_item_mask(canvas_light,item_mask);
+
+}
+
+int Light2D::get_item_mask() const {
+
+	return item_mask;
+}
+
+void Light2D::set_subtract_mode( bool p_enable ) {
+
+	subtract_mode=p_enable;
+	VS::get_singleton()->canvas_light_set_subtract_mode(canvas_light,p_enable);
+}
+
+bool Light2D::get_subtract_mode() const {
+
+	return subtract_mode;
+}
+
+void Light2D::set_shadow_enabled( bool p_enabled) {
+
+	shadow=p_enabled;
+	VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow);
+
+}
+bool Light2D::is_shadow_enabled() const {
+
+	return shadow;
+}
+
+void Light2D::set_shadow_buffer_size( int p_size ) {
+
+	shadow_buffer_size=p_size;
+	VS::get_singleton()->canvas_light_set_shadow_buffer_size(canvas_light,shadow_buffer_size);
+}
+
+int Light2D::get_shadow_buffer_size() const {
+
+	return shadow_buffer_size;
+}
+
+void Light2D::set_shadow_esm_multiplier( float p_multiplier) {
+
+	shadow_esm_multiplier=p_multiplier;
+	VS::get_singleton()->canvas_light_set_shadow_esm_multiplier(canvas_light,p_multiplier);
+}
+
+float Light2D::get_shadow_esm_multiplier() const{
+
+	return shadow_esm_multiplier;
+}
+
+
+void Light2D::_notification(int p_what) {
+
+	if (p_what==NOTIFICATION_ENTER_TREE) {
+
+		VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, get_canvas() );
+	}
+
+	if (p_what==NOTIFICATION_TRANSFORM_CHANGED) {
+
+		VS::get_singleton()->canvas_light_set_transform( canvas_light, get_global_transform());
+	}
+
+	if (p_what==NOTIFICATION_EXIT_TREE) {
+
+		VS::get_singleton()->canvas_light_attach_to_canvas( canvas_light, RID() );
+	}
+
+}
+
+void Light2D::_bind_methods() {
+
+
+	ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled);
+	ObjectTypeDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled);
+
+	ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture);
+	ObjectTypeDB::bind_method(_MD("get_texture"),&Light2D::get_texture);
+
+	ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset);
+	ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset);
+
+	ObjectTypeDB::bind_method(_MD("set_color","color"),&Light2D::set_color);
+	ObjectTypeDB::bind_method(_MD("get_color"),&Light2D::get_color);
+
+	ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height);
+	ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height);
+
+	ObjectTypeDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min);
+	ObjectTypeDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min);
+
+	ObjectTypeDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max);
+	ObjectTypeDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max);
+
+	ObjectTypeDB::bind_method(_MD("set_layer_range_min","layer"),&Light2D::set_layer_range_min);
+	ObjectTypeDB::bind_method(_MD("get_layer_range_min"),&Light2D::get_layer_range_min);
+
+	ObjectTypeDB::bind_method(_MD("set_layer_range_max","layer"),&Light2D::set_layer_range_max);
+	ObjectTypeDB::bind_method(_MD("get_layer_range_max"),&Light2D::get_layer_range_max);
+
+
+	ObjectTypeDB::bind_method(_MD("set_item_mask","item_mask"),&Light2D::set_item_mask);
+	ObjectTypeDB::bind_method(_MD("get_item_mask"),&Light2D::get_item_mask);
+
+	ObjectTypeDB::bind_method(_MD("set_subtract_mode","enable"),&Light2D::set_subtract_mode);
+	ObjectTypeDB::bind_method(_MD("get_subtract_mode"),&Light2D::get_subtract_mode);
+
+	ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled);
+	ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled);
+
+	ObjectTypeDB::bind_method(_MD("set_shadow_buffer_size","size"),&Light2D::set_shadow_buffer_size);
+	ObjectTypeDB::bind_method(_MD("get_shadow_buffer_size"),&Light2D::get_shadow_buffer_size);
+
+	ObjectTypeDB::bind_method(_MD("set_shadow_esm_multiplier","multiplier"),&Light2D::set_shadow_esm_multiplier);
+	ObjectTypeDB::bind_method(_MD("get_shadow_esm_multiplier"),&Light2D::get_shadow_esm_multiplier);
+
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
+	ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
+	ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
+	ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"subtract"),_SCS("set_subtract_mode"),_SCS("get_subtract_mode"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"range/height"),_SCS("set_height"),_SCS("get_height"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"range/z_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"range/z_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_min",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_min"),_SCS("get_layer_range_min"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"range/layer_max",PROPERTY_HINT_RANGE,"-512,512,1"),_SCS("set_layer_range_max"),_SCS("get_layer_range_max"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"range/item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask"));
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow/enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow/buffer_size",PROPERTY_HINT_RANGE,"32,16384,1"),_SCS("set_shadow_buffer_size"),_SCS("get_shadow_buffer_size"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"shadow/esm_multiplier",PROPERTY_HINT_RANGE,"1,4096,0.1"),_SCS("set_shadow_esm_multiplier"),_SCS("get_shadow_esm_multiplier"));
+
+
+}
+
+Light2D::Light2D() {
+
+	canvas_light=VisualServer::get_singleton()->canvas_light_create();
+	enabled=true;
+	shadow=false;
+	color=Color(1,1,1);
+	height=0;
+	z_min=-1024;
+	z_max=1024;
+	layer_min=0;
+	layer_max=0;
+	item_mask=1;
+	subtract_mode=false;
+	shadow_buffer_size=2048;
+	shadow_esm_multiplier=80;
+
+}
+
+Light2D::~Light2D() {
+
+	VisualServer::get_singleton()->free(canvas_light);
+}

+ 86 - 0
scene/2d/light_2d.h

@@ -0,0 +1,86 @@
+#ifndef LIGHT_2D_H
+#define LIGHT_2D_H
+
+#include "scene/2d/node_2d.h"
+
+class Light2D : public Node2D {
+
+	OBJ_TYPE(Light2D,Node2D);
+private:
+	RID canvas_light;
+	bool enabled;
+	bool shadow;
+	Color color;
+	float height;
+	int z_min;
+	int z_max;
+	int layer_min;
+	int layer_max;
+	int item_mask;
+	int shadow_buffer_size;
+	float shadow_esm_multiplier;
+	bool subtract_mode;
+	Ref<Texture> texture;
+	Vector2 texture_offset;
+
+protected:
+
+	void _notification(int p_what);
+	static void _bind_methods();
+public:
+
+
+	virtual void edit_set_pivot(const Point2& p_pivot);
+	virtual Point2 edit_get_pivot() const;
+	virtual bool edit_has_pivot() const;
+
+	void set_enabled( bool p_enabled);
+	bool is_enabled() const;
+
+	void set_texture( const Ref<Texture>& p_texture);
+	Ref<Texture> get_texture() const;
+
+	void set_texture_offset( const Vector2& p_offset);
+	Vector2 get_texture_offset() const;
+
+	void set_color( const Color& p_color);
+	Color get_color() const;
+
+	void set_height( float p_height);
+	float get_height() const;
+
+	void set_z_range_min( int p_min_z);
+	int get_z_range_min() const;
+
+	void set_z_range_max( int p_max_z);
+	int get_z_range_max() const;
+
+	void set_layer_range_min( int p_min_layer);
+	int get_layer_range_min() const;
+
+	void set_layer_range_max( int p_max_layer);
+	int get_layer_range_max() const;
+
+	void set_item_mask( int p_mask);
+	int get_item_mask() const;
+
+	void set_subtract_mode( bool p_enable );
+	bool get_subtract_mode() const;
+
+	void set_shadow_enabled( bool p_enabled);
+	bool is_shadow_enabled() const;
+
+	void set_shadow_buffer_size( int p_size );
+	int get_shadow_buffer_size() const;
+
+	void set_shadow_esm_multiplier( float p_multiplier);
+	float get_shadow_esm_multiplier() const;
+
+	virtual Rect2 get_item_rect() const;
+
+	Light2D();
+	~Light2D();
+};
+
+
+#endif // LIGHT_2D_H

+ 201 - 0
scene/2d/light_occluder_2d.cpp

@@ -0,0 +1,201 @@
+#include "light_occluder_2d.h"
+
+
+void OccluderPolygon2D::set_polygon(const DVector<Vector2>& p_polygon) {
+
+	polygon=p_polygon;
+	VS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon,p_polygon,closed);
+	emit_changed();
+}
+
+DVector<Vector2> OccluderPolygon2D::get_polygon() const{
+
+	return polygon;
+}
+
+void OccluderPolygon2D::set_closed(bool p_closed) {
+
+	if (closed==p_closed)
+		return;
+	closed=p_closed;
+	VS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon,polygon,closed);
+	emit_changed();
+}
+
+bool OccluderPolygon2D::is_closed() const{
+
+	return closed;
+}
+
+void OccluderPolygon2D::set_cull_mode(CullMode p_mode){
+
+	cull=p_mode;
+	VS::get_singleton()->canvas_occluder_polygon_set_cull_mode(occ_polygon,VS::CanvasOccluderPolygonCullMode(p_mode));
+}
+
+OccluderPolygon2D::CullMode OccluderPolygon2D::get_cull_mode() const{
+
+	return cull;
+}
+
+
+RID OccluderPolygon2D::get_rid() const {
+
+	return occ_polygon;
+}
+
+void OccluderPolygon2D::_bind_methods() {
+
+
+	ObjectTypeDB::bind_method(_MD("set_closed","closed"),&OccluderPolygon2D::set_closed);
+	ObjectTypeDB::bind_method(_MD("is_closed"),&OccluderPolygon2D::is_closed);
+
+	ObjectTypeDB::bind_method(_MD("set_cull_mode","cull_mode"),&OccluderPolygon2D::set_cull_mode);
+	ObjectTypeDB::bind_method(_MD("get_cull_mode"),&OccluderPolygon2D::get_cull_mode);
+
+	ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&OccluderPolygon2D::set_polygon);
+	ObjectTypeDB::bind_method(_MD("get_polygon"),&OccluderPolygon2D::get_polygon);
+
+	ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"closed"),_SCS("set_closed"),_SCS("is_closed"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"cull_mode",PROPERTY_HINT_ENUM,"Disabled,ClockWise,CounterClockWise"),_SCS("set_cull_mode"),_SCS("get_cull_mode"));
+
+	BIND_CONSTANT(CULL_DISABLED);
+	BIND_CONSTANT(CULL_CLOCKWISE);
+	BIND_CONSTANT(CULL_COUNTER_CLOCKWISE);
+}
+
+
+OccluderPolygon2D::OccluderPolygon2D() {
+
+	occ_polygon=VS::get_singleton()->canvas_occluder_polygon_create();
+	closed=true;
+	cull=CULL_DISABLED;
+}
+
+OccluderPolygon2D::~OccluderPolygon2D() {
+
+	VS::get_singleton()->free(occ_polygon);
+}
+
+#ifdef DEBUG_ENABLED
+void LightOccluder2D::_poly_changed() {
+
+	update();
+}
+#endif
+
+
+void LightOccluder2D::_notification(int p_what) {
+
+	if (p_what==NOTIFICATION_ENTER_CANVAS) {
+
+		VS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder,get_canvas());
+		VS::get_singleton()->canvas_light_occluder_set_transform(occluder,get_global_transform());
+
+	}
+	if (p_what==NOTIFICATION_TRANSFORM_CHANGED) {
+
+		VS::get_singleton()->canvas_light_occluder_set_transform(occluder,get_global_transform());
+	}
+
+	if (p_what==NOTIFICATION_DRAW) {
+
+		if (get_tree()->is_editor_hint()) {
+
+			if (occluder_polygon.is_valid()) {
+
+				DVector<Vector2> poly = occluder_polygon->get_polygon();
+
+				if (poly.size()) {
+					if (occluder_polygon->is_closed()) {
+						Vector<Color> color;
+						color.push_back(Color(0,0,0,0.6));
+						draw_polygon(Variant(poly),color);
+					} else {
+
+						int ps=poly.size();
+						DVector<Vector2>::Read r = poly.read();
+						for(int i=0;i<ps-1;i++) {
+
+							draw_line(r[i],r[i+1],Color(0,0,0,0.6),3);
+						}
+					}
+				}
+			}
+		}
+	}
+
+
+	if (p_what==NOTIFICATION_EXIT_CANVAS) {
+
+		VS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder,RID());
+	}
+
+
+}
+
+void LightOccluder2D::set_occluder_polygon(const Ref<OccluderPolygon2D>& p_polygon) {
+
+#ifdef DEBUG_ENABLED
+	if (occluder_polygon.is_valid())
+		occluder_polygon->disconnect("changed",this,"_poly_changed");
+#endif
+	occluder_polygon=p_polygon;
+
+	if (occluder_polygon.is_valid())
+		VS::get_singleton()->canvas_light_occluder_set_polygon(occluder,occluder_polygon->get_rid());
+	else
+		VS::get_singleton()->canvas_light_occluder_set_polygon(occluder,RID());
+
+#ifdef DEBUG_ENABLED
+	if (occluder_polygon.is_valid())
+		occluder_polygon->connect("changed",this,"_poly_changed");
+	update();
+#endif
+
+}
+
+Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {
+
+	return occluder_polygon;
+}
+
+void LightOccluder2D::set_occluder_light_mask(int p_mask) {
+
+	mask=p_mask;
+	VS::get_singleton()->canvas_light_occluder_set_light_mask(occluder,mask);
+}
+
+int LightOccluder2D::get_occluder_light_mask() const{
+
+	return mask;
+}
+
+void LightOccluder2D::_bind_methods() {
+
+	ObjectTypeDB::bind_method(_MD("set_occluder_polygon","polygon:OccluderPolygon2D"),&LightOccluder2D::set_occluder_polygon);
+	ObjectTypeDB::bind_method(_MD("get_occluder_polygon:OccluderPolygon2D"),&LightOccluder2D::get_occluder_polygon);
+
+	ObjectTypeDB::bind_method(_MD("set_occluder_light_mask","mask"),&LightOccluder2D::set_occluder_light_mask);
+	ObjectTypeDB::bind_method(_MD("get_occluder_light_mask"),&LightOccluder2D::get_occluder_light_mask);
+
+#ifdef DEBUG_ENABLED
+	ObjectTypeDB::bind_method("_poly_changed",&LightOccluder2D::_poly_changed);
+#endif
+
+	ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"occluder",PROPERTY_HINT_RESOURCE_TYPE,"OccluderPolygon2D"),_SCS("set_occluder_polygon"),_SCS("get_occluder_polygon"));
+	ADD_PROPERTY( PropertyInfo(Variant::INT,"light_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_occluder_light_mask"),_SCS("get_occluder_light_mask"));
+}
+
+LightOccluder2D::LightOccluder2D() {
+
+	occluder=VS::get_singleton()->canvas_light_occluder_create();
+	mask=1;
+}
+
+LightOccluder2D::~LightOccluder2D() {
+
+	VS::get_singleton()->free(occluder);
+}
+

+ 73 - 0
scene/2d/light_occluder_2d.h

@@ -0,0 +1,73 @@
+#ifndef LIGHTOCCLUDER2D_H
+#define LIGHTOCCLUDER2D_H
+
+#include "scene/2d/node_2d.h"
+
+class OccluderPolygon2D : public Resource {
+
+	OBJ_TYPE(OccluderPolygon2D,Resource);
+public:
+
+	enum CullMode {
+		CULL_DISABLED,
+		CULL_CLOCKWISE,
+		CULL_COUNTER_CLOCKWISE
+	};
+private:
+
+
+	RID occ_polygon;
+	DVector<Vector2> polygon;
+	bool closed;
+	CullMode cull;
+
+protected:
+
+	static void _bind_methods();
+public:
+
+	void set_polygon(const DVector<Vector2>& p_polygon);
+	DVector<Vector2> get_polygon() const;
+
+	void set_closed(bool p_closed);
+	bool is_closed() const;
+
+	void set_cull_mode(CullMode p_mode);
+	CullMode get_cull_mode() const;
+
+	virtual RID get_rid() const;
+	OccluderPolygon2D();
+	~OccluderPolygon2D();
+
+};
+
+VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
+
+class LightOccluder2D : public Node2D {
+	OBJ_TYPE(LightOccluder2D,Node2D);
+
+	RID occluder;
+	bool enabled;
+	int mask;
+	Ref<OccluderPolygon2D> occluder_polygon;
+
+#ifdef DEBUG_ENABLED
+	void _poly_changed();
+#endif
+
+protected:
+	void _notification(int p_what);
+	static void _bind_methods();
+public:
+
+	void set_occluder_polygon(const Ref<OccluderPolygon2D>& p_polygon);
+	Ref<OccluderPolygon2D> get_occluder_polygon() const;
+
+	void set_occluder_light_mask(int p_mask);
+	int get_occluder_light_mask() const;
+
+	LightOccluder2D();
+	~LightOccluder2D();
+};
+
+#endif // LIGHTOCCLUDER2D_H

+ 660 - 0
scene/2d/navigation2d.cpp

@@ -0,0 +1,660 @@
+#include "navigation2d.h"
+
+#define USE_ENTRY_POINT
+
+void Navigation2D::_navpoly_link(int p_id) {
+
+	ERR_FAIL_COND(!navpoly_map.has(p_id));
+	NavMesh &nm=navpoly_map[p_id];
+	ERR_FAIL_COND(nm.linked);
+
+	print_line("LINK");
+
+	DVector<Vector2> vertices=nm.navpoly->get_vertices();
+	int len = vertices.size();
+	if (len==0)
+		return;
+
+	DVector<Vector2>::Read r=vertices.read();
+
+	for(int i=0;i<nm.navpoly->get_polygon_count();i++) {
+
+		//build
+
+		List<Polygon>::Element *P=nm.polygons.push_back(Polygon());
+		Polygon &p=P->get();
+		p.owner=&nm;
+
+		Vector<int> poly = nm.navpoly->get_polygon(i);
+		int plen=poly.size();
+		const int *indices=poly.ptr();
+		bool valid=true;
+		p.edges.resize(plen);
+
+		Vector2 center;
+
+		for(int j=0;j<plen;j++) {
+
+			int idx = indices[j];
+			if (idx<0 || idx>=len) {
+				valid=false;
+				break;
+			}
+
+			Polygon::Edge e;
+			Vector2 ep=nm.xform.xform(r[idx]);
+			center+=ep;
+			e.point=_get_point(ep);
+			p.edges[j]=e;
+		}
+
+		if (!valid) {
+			nm.polygons.pop_back();
+			ERR_CONTINUE(!valid);
+			continue;
+		}
+
+		p.center=center/plen;
+
+		//connect
+
+		for(int j=0;j<plen;j++) {
+
+			int next = (j+1)%plen;
+			EdgeKey ek(p.edges[j].point,p.edges[next].point);
+
+			Map<EdgeKey,Connection>::Element *C=connections.find(ek);
+			if (!C) {
+
+				Connection c;
+				c.A=&p;
+				c.A_edge=j;
+				c.B=NULL;
+				c.B_edge=-1;
+				connections[ek]=c;
+			} else {
+
+				if (C->get().B!=NULL) {
+					print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b));
+				}
+				ERR_CONTINUE(C->get().B!=NULL); //wut
+
+				C->get().B=&p;
+				C->get().B_edge=j;
+				C->get().A->edges[C->get().A_edge].C=&p;
+				C->get().A->edges[C->get().A_edge].C_edge=j;;
+				p.edges[j].C=C->get().A;
+				p.edges[j].C_edge=C->get().A_edge;
+				//connection successful.
+			}
+		}
+	}
+
+	nm.linked=true;
+
+}
+
+
+void Navigation2D::_navpoly_unlink(int p_id) {
+
+	ERR_FAIL_COND(!navpoly_map.has(p_id));
+	NavMesh &nm=navpoly_map[p_id];
+	ERR_FAIL_COND(!nm.linked);
+
+	print_line("UNLINK");
+
+	for (List<Polygon>::Element *E=nm.polygons.front();E;E=E->next()) {
+
+
+		Polygon &p=E->get();
+
+		int ec = p.edges.size();
+		Polygon::Edge *edges=p.edges.ptr();
+
+		for(int i=0;i<ec;i++) {
+			int next = (i+1)%ec;
+
+			EdgeKey ek(edges[i].point,edges[next].point);
+			Map<EdgeKey,Connection>::Element *C=connections.find(ek);
+			ERR_CONTINUE(!C);
+			if (C->get().B) {
+				//disconnect
+
+				C->get().B->edges[C->get().B_edge].C=NULL;
+				C->get().B->edges[C->get().B_edge].C_edge=-1;
+				C->get().A->edges[C->get().A_edge].C=NULL;
+				C->get().A->edges[C->get().A_edge].C_edge=-1;
+
+				if (C->get().A==&E->get()) {
+
+					C->get().A=C->get().B;
+					C->get().A_edge=C->get().B_edge;
+				}
+				C->get().B=NULL;
+				C->get().B_edge=-1;
+
+			} else {
+				connections.erase(C);
+				//erase
+			}
+		}
+	}
+
+	nm.polygons.clear();
+
+	nm.linked=false;
+
+
+}
+
+
+int Navigation2D::navpoly_create(const Ref<NavigationPolygon>& p_mesh, const Matrix32& p_xform, Object *p_owner) {
+
+	int id = last_id++;
+	NavMesh nm;
+	nm.linked=false;
+	nm.navpoly=p_mesh;
+	nm.xform=p_xform;
+	nm.owner=p_owner;
+	navpoly_map[id]=nm;
+
+	_navpoly_link(id);
+
+	return id;
+}
+
+void Navigation2D::navpoly_set_transform(int p_id, const Matrix32& p_xform){
+
+	ERR_FAIL_COND(!navpoly_map.has(p_id));
+	NavMesh &nm=navpoly_map[p_id];
+	if (nm.xform==p_xform)
+		return; //bleh
+	_navpoly_unlink(p_id);
+	nm.xform=p_xform;
+	_navpoly_link(p_id);
+
+
+
+}
+void Navigation2D::navpoly_remove(int p_id){
+
+	ERR_FAIL_COND(!navpoly_map.has(p_id));
+	_navpoly_unlink(p_id);
+	navpoly_map.erase(p_id);
+
+}
+#if 0
+void Navigation2D::_clip_path(Vector<Vector2>& path, Polygon *from_poly, const Vector2& p_to_point, Polygon* p_to_poly) {
+
+	Vector2 from = path[path.size()-1];
+
+	if (from.distance_to(p_to_point)<CMP_EPSILON)
+		return;
+	Plane cut_plane;
+	cut_plane.normal = (from-p_to_point).cross(up);
+	if (cut_plane.normal==Vector2())
+		return;
+	cut_plane.normal.normalize();
+	cut_plane.d = cut_plane.normal.dot(from);
+
+
+	while(from_poly!=p_to_poly) {
+
+		int pe = from_poly->prev_edge;
+		Vector2 a = _get_vertex(from_poly->edges[pe].point);
+		Vector2 b = _get_vertex(from_poly->edges[(pe+1)%from_poly->edges.size()].point);
+
+		from_poly=from_poly->edges[pe].C;
+		ERR_FAIL_COND(!from_poly);
+
+		if (a.distance_to(b)>CMP_EPSILON) {
+
+			Vector2 inters;
+			if (cut_plane.intersects_segment(a,b,&inters)) {
+				if (inters.distance_to(p_to_point)>CMP_EPSILON && inters.distance_to(path[path.size()-1])>CMP_EPSILON) {
+					path.push_back(inters);
+				}
+			}
+		}
+	}
+}
+#endif
+
+Vector<Vector2> Navigation2D::get_simple_path(const Vector2& p_start, const Vector2& p_end, bool p_optimize) {
+
+
+	Polygon *begin_poly=NULL;
+	Polygon *end_poly=NULL;
+	Vector2 begin_point;
+	Vector2 end_point;
+	float begin_d=1e20;
+	float end_d=1e20;
+
+	//look for point inside triangle
+
+	for (Map<int,NavMesh>::Element*E=navpoly_map.front();E;E=E->next()) {
+
+		if (!E->get().linked)
+			continue;
+		for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
+
+
+			Polygon &p=F->get();
+			if (begin_d || end_d) {
+				for(int i=2;i<p.edges.size();i++) {
+
+					if (begin_d>0) {
+
+						if (Geometry::is_point_in_triangle(p_start,_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point))) {
+
+							begin_poly=&p;
+							begin_point=p_start;
+							begin_d=0;
+							if (end_d==0)
+								break;
+
+						}
+					}
+
+					if (end_d>0) {
+
+						if (Geometry::is_point_in_triangle(p_end,_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point))) {
+
+							end_poly=&p;
+							end_point=p_end;
+							end_d=0;
+							if (begin_d==0)
+								break;
+						}
+					}
+
+				}
+			}
+
+			p.prev_edge=-1;
+		}
+	}
+
+	//start or end not inside triangle.. look for closest segment :|
+	if (begin_d || end_d) {
+		for (Map<int,NavMesh>::Element*E=navpoly_map.front();E;E=E->next()) {
+
+			if (!E->get().linked)
+				continue;
+			for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
+
+				Polygon &p=F->get();
+				int es = p.edges.size();
+				for(int i=0;i<es;i++) {
+
+					Vector2 edge[2]={
+						_get_vertex(p.edges[i].point),
+						_get_vertex(p.edges[(i+1)%es].point)
+					};
+
+
+					if (begin_d>0) {
+						Vector2 spoint=Geometry::get_closest_point_to_segment_2d(p_start,edge);
+						float d = spoint.distance_to(p_start);
+						if (d<begin_d) {
+							begin_poly=&p;
+							begin_point=spoint;
+							begin_d=d;
+						}
+					}
+
+					if (end_d>0) {
+						Vector2 spoint=Geometry::get_closest_point_to_segment_2d(p_end,edge);
+						float d = spoint.distance_to(p_end);
+						if (d<end_d) {
+							end_poly=&p;
+							end_point=spoint;
+							end_d=d;
+						}
+					}
+				}
+			}
+		}
+	}
+
+	if (!begin_poly || !end_poly) {
+
+		//print_line("No Path Path");
+		return Vector<Vector2>(); //no path
+	}
+
+	if (begin_poly==end_poly) {
+
+		Vector<Vector2> path;
+		path.resize(2);
+		path[0]=begin_point;
+		path[1]=end_point;
+		//print_line("Direct Path");
+		return path;
+	}
+
+
+	bool found_route=false;
+
+	List<Polygon*> open_list;
+
+	begin_poly->entry=p_start;
+
+	for(int i=0;i<begin_poly->edges.size();i++) {
+
+		if (begin_poly->edges[i].C) {
+
+			begin_poly->edges[i].C->prev_edge=begin_poly->edges[i].C_edge;
+#ifdef USE_ENTRY_POINT
+			Vector2 edge[2]={
+				_get_vertex(begin_poly->edges[i].point),
+				_get_vertex(begin_poly->edges[(i+1)%begin_poly->edges.size()].point)
+			};
+
+			Vector2 entry = Geometry::get_closest_point_to_segment_2d(begin_poly->entry,edge);
+			begin_poly->edges[i].C->distance = begin_poly->entry.distance_to(entry);
+			begin_poly->edges[i].C->entry=entry;
+#else
+			begin_poly->edges[i].C->distance=begin_poly->center.distance_to(begin_poly->edges[i].C->center);
+#endif
+			open_list.push_back(begin_poly->edges[i].C);
+
+			if (begin_poly->edges[i].C==end_poly) {
+				found_route=true;
+			}
+		}
+	}
+
+
+	while(!found_route) {
+
+		if (open_list.size()==0) {
+		//	print_line("NOU OPEN LIST");
+			break;
+		}
+		//check open list
+
+		List<Polygon*>::Element *least_cost_poly=NULL;
+		float least_cost=1e30;
+
+		//this could be faster (cache previous results)
+		for (List<Polygon*>::Element *E=open_list.front();E;E=E->next()) {
+
+			Polygon *p=E->get();
+
+
+			float cost=p->distance;
+			cost+=p->center.distance_to(end_point);
+
+			if (cost<least_cost) {
+
+				least_cost_poly=E;
+				least_cost=cost;
+			}
+		}
+
+
+		Polygon *p=least_cost_poly->get();
+		//open the neighbours for search
+		int es = p->edges.size();
+
+		for(int i=0;i<es;i++) {
+
+
+			Polygon::Edge &e=p->edges[i];
+
+			if (!e.C)
+				continue;
+
+#ifdef USE_ENTRY_POINT
+			Vector2 edge[2]={
+				_get_vertex(p->edges[i].point),
+				_get_vertex(p->edges[(i+1)%es].point)
+			};
+
+			Vector2 edge_entry = Geometry::get_closest_point_to_segment_2d(p->entry,edge);
+			float distance = p->entry.distance_to(edge_entry) + p->distance;
+
+#else
+
+			float distance = p->center.distance_to(e.C->center) + p->distance;
+
+#endif
+
+
+			if (e.C->prev_edge!=-1) {
+				//oh this was visited already, can we win the cost?
+
+				if (e.C->distance>distance) {
+
+					e.C->prev_edge=e.C_edge;
+					e.C->distance=distance;
+#ifdef USE_ENTRY_POINT
+					e.C->entry=edge_entry;
+#endif
+				}
+			} else {
+				//add to open neighbours
+
+				e.C->prev_edge=e.C_edge;
+				e.C->distance=distance;
+#ifdef USE_ENTRY_POINT
+				e.C->entry=edge_entry;
+#endif
+
+				open_list.push_back(e.C);
+
+				if (e.C==end_poly) {
+					//oh my reached end! stop algorithm
+					found_route=true;
+					break;
+
+				}
+
+			}
+		}
+
+		if (found_route)
+			break;
+
+		open_list.erase(least_cost_poly);
+	}
+
+	if (found_route) {
+
+		Vector<Vector2> path;
+
+		if (p_optimize) {
+			//string pulling
+
+			Polygon *apex_poly=end_poly;
+			Vector2 apex_point=end_point;
+			Vector2 portal_left=apex_point;
+			Vector2 portal_right=apex_point;
+			Polygon *left_poly=end_poly;
+			Polygon *right_poly=end_poly;
+			Polygon *p=end_poly;
+			path.push_back(end_point);
+
+			while(p) {
+
+				Vector2 left;
+				Vector2 right;
+
+//#define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) )
+#define CLOCK_TANGENT(m_a,m_b,m_c) ((((m_a).x - (m_c).x) * ((m_b).y - (m_c).y) - ((m_b).x - (m_c).x) * ((m_a).y - (m_c).y)))
+
+				if (p==begin_poly) {
+					left=begin_point;
+					right=begin_point;
+				} else {
+					int prev = p->prev_edge;
+					int prev_n = (p->prev_edge+1)%p->edges.size();
+					left = _get_vertex(p->edges[prev].point);
+					right = _get_vertex(p->edges[prev_n].point);
+
+					if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5) < 0){
+						SWAP(left,right);
+					}
+				}
+
+				bool skip=false;
+
+
+				if (CLOCK_TANGENT(apex_point,portal_left,left) >= 0){
+					//process
+					if (portal_left==apex_point || CLOCK_TANGENT(apex_point,left,portal_right) > 0) {
+						left_poly=p;
+						portal_left=left;
+					} else {
+
+						//_clip_path(path,apex_poly,portal_right,right_poly);
+
+						apex_point=portal_right;
+						p=right_poly;
+						left_poly=p;
+						apex_poly=p;
+						portal_left=apex_point;
+						portal_right=apex_point;
+						path.push_back(apex_point);
+						skip=true;
+					}
+				}
+
+				if (!skip && CLOCK_TANGENT(apex_point,portal_right,right) <= 0){
+					//process
+					if (portal_right==apex_point || CLOCK_TANGENT(apex_point,right,portal_left) < 0) {
+						right_poly=p;
+						portal_right=right;
+					} else {
+
+						//_clip_path(path,apex_poly,portal_left,left_poly);
+
+						apex_point=portal_left;
+						p=left_poly;
+						right_poly=p;
+						apex_poly=p;
+						portal_right=apex_point;
+						portal_left=apex_point;
+						path.push_back(apex_point);
+					}
+				}
+
+				if (p!=begin_poly)
+					p=p->edges[p->prev_edge].C;
+				else
+					p=NULL;
+
+			}
+
+			if (path[path.size()-1]!=begin_point)
+				path.push_back(begin_point);
+
+			path.invert();
+
+
+
+
+		} else {
+			//midpoints
+			Polygon *p=end_poly;
+
+			path.push_back(end_point);
+			while(true) {
+				int prev = p->prev_edge;
+				int prev_n = (p->prev_edge+1)%p->edges.size();
+				Vector2 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point))*0.5;
+				path.push_back(point);
+				p = p->edges[prev].C;
+				if (p==begin_poly)
+					break;
+			}
+
+			path.push_back(begin_point);
+
+
+			path.invert();;
+		}
+
+		return path;
+	}
+
+
+	return Vector<Vector2>();
+
+}
+
+
+Vector2 Navigation2D::get_closest_point(const Vector2& p_point) {
+
+	Vector2 closest_point=Vector2();
+	float closest_point_d=1e20;
+
+	for (Map<int,NavMesh>::Element*E=navpoly_map.front();E;E=E->next()) {
+
+		if (!E->get().linked)
+			continue;
+		for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
+
+			Polygon &p=F->get();
+			for(int i=2;i<p.edges.size();i++) {
+
+				if (Geometry::is_point_in_triangle(p_point,_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point))) {
+
+					return p_point; //inside triangle, nothing else to discuss
+				}
+
+			}
+		}
+	}
+
+	for (Map<int,NavMesh>::Element*E=navpoly_map.front();E;E=E->next()) {
+
+		if (!E->get().linked)
+			continue;
+		for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
+
+			Polygon &p=F->get();
+			int es = p.edges.size();
+			for(int i=0;i<es;i++) {
+
+				Vector2 edge[2]={
+					_get_vertex(p.edges[i].point),
+					_get_vertex(p.edges[(i+1)%es].point)
+				};
+
+
+				Vector2 spoint=Geometry::get_closest_point_to_segment_2d(p_point,edge);
+				float d = spoint.distance_squared_to(p_point);
+				if (d<closest_point_d) {
+
+					closest_point=spoint;
+					closest_point_d=d;
+				}
+			}
+		}
+	}
+
+	return closest_point;
+
+}
+
+
+void Navigation2D::_bind_methods() {
+
+	ObjectTypeDB::bind_method(_MD("navpoly_create","mesh:NavigationPolygon","xform","owner"),&Navigation2D::navpoly_create,DEFVAL(Variant()));
+	ObjectTypeDB::bind_method(_MD("navpoly_set_transform","id","xform"),&Navigation2D::navpoly_set_transform);
+	ObjectTypeDB::bind_method(_MD("navpoly_remove","id"),&Navigation2D::navpoly_remove);
+
+	ObjectTypeDB::bind_method(_MD("get_simple_path","start","end","optimize"),&Navigation2D::get_simple_path,DEFVAL(true));
+	ObjectTypeDB::bind_method(_MD("get_closest_point","to_point"),&Navigation2D::get_closest_point);
+
+}
+
+Navigation2D::Navigation2D() {
+
+	ERR_FAIL_COND( sizeof(Point)!=8 );
+	cell_size=1; // one pixel
+	last_id=1;
+
+}

+ 138 - 0
scene/2d/navigation2d.h

@@ -0,0 +1,138 @@
+#ifndef NAVIGATION_2D_H
+#define NAVIGATION_2D_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/2d/navigation_polygon.h"
+
+class Navigation2D : public Node2D {
+
+	OBJ_TYPE( Navigation2D, Node2D);
+
+
+	union Point {
+
+		struct {
+			int64_t x:32;
+			int64_t y:32;
+		};
+
+		uint64_t key;
+		bool operator<(const Point& p_key) const { return key < p_key.key; }
+	};
+
+
+	struct EdgeKey {
+
+		Point a;
+		Point b;
+
+		bool operator<(const EdgeKey& p_key) const {
+			return (a.key==p_key.a.key)?(b.key<p_key.b.key):(a.key<p_key.a.key);
+		};
+
+		EdgeKey(const Point& p_a=Point(),const Point& p_b=Point()) {
+			a=p_a;
+			b=p_b;
+			if (a.key > b.key) {
+				SWAP(a,b);
+			}
+		}
+	};
+
+
+	struct NavMesh;
+
+
+	struct Polygon {
+
+		struct Edge {
+			Point point;
+			Polygon *C; //connection
+			int C_edge;
+			Edge() { C=NULL; C_edge=-1; }
+		};
+
+		Vector<Edge> edges;
+
+		Vector2 center;
+		Vector2 entry;
+
+		float distance;
+		int prev_edge;
+
+		NavMesh *owner;
+	};
+
+
+	struct Connection {
+
+		Polygon *A;
+		int A_edge;
+		Polygon *B;
+		int B_edge;
+		Connection() { A=NULL; B=NULL; A_edge=-1; B_edge=-1;}
+	};
+
+	Map<EdgeKey,Connection> connections;
+
+
+	struct NavMesh {
+
+		Object *owner;
+		Matrix32 xform;
+		bool linked;
+		Ref<NavigationPolygon> navpoly;
+		List<Polygon> polygons;
+
+	};
+
+
+
+	_FORCE_INLINE_ Point _get_point(const Vector2& p_pos) const {
+
+		int x = int(Math::floor(p_pos.x/cell_size));
+		int y = int(Math::floor(p_pos.y/cell_size));
+
+		Point p;
+		p.key=0;
+		p.x=x;
+		p.y=y;
+		return p;
+
+	}
+
+	_FORCE_INLINE_ Vector2 _get_vertex(const Point& p_point) const {
+
+		return Vector2(p_point.x,p_point.y)*cell_size;
+	}
+
+
+
+	void _navpoly_link(int p_id);
+	void _navpoly_unlink(int p_id);
+
+	float cell_size;
+	Map<int,NavMesh> navpoly_map;
+	int last_id;
+#if 0
+	void _clip_path(Vector<Vector2>& path,Polygon *from_poly, const Vector2& p_to_point, Polygon* p_to_poly);
+#endif
+protected:
+
+	static void _bind_methods();
+
+public:
+
+	//API should be as dynamic as possible
+	int navpoly_create(const Ref<NavigationPolygon>& p_mesh,const Matrix32& p_xform,Object* p_owner=NULL);
+	void navpoly_set_transform(int p_id, const Matrix32& p_xform);
+	void navpoly_remove(int p_id);
+
+	Vector<Vector2> get_simple_path(const Vector2& p_start, const Vector2& p_end,bool p_optimize=true);
+	Vector2 get_closest_point(const Vector2& p_point);
+
+	Navigation2D();
+};
+
+
+#endif // Navigation2D2D_H

+ 450 - 0
scene/2d/navigation_polygon.cpp

@@ -0,0 +1,450 @@
+#include "navigation_polygon.h"
+#include "navigation2d.h"
+#include "triangulator.h"
+#include "core_string_names.h"
+
+void NavigationPolygon::set_vertices(const DVector<Vector2>& p_vertices) {
+
+	vertices=p_vertices;
+}
+
+DVector<Vector2> NavigationPolygon::get_vertices() const{
+
+	return vertices;
+}
+
+
+void NavigationPolygon::_set_polygons(const Array& p_array) {
+
+	polygons.resize(p_array.size());
+	for(int i=0;i<p_array.size();i++) {
+		polygons[i].indices=p_array[i];
+	}
+}
+
+Array NavigationPolygon::_get_polygons() const {
+
+	Array ret;
+	ret.resize(polygons.size());
+	for(int i=0;i<ret.size();i++) {
+		ret[i]=polygons[i].indices;
+	}
+
+	return ret;
+}
+
+void NavigationPolygon::_set_outlines(const Array& p_array) {
+
+	outlines.resize(p_array.size());
+	for(int i=0;i<p_array.size();i++) {
+		outlines[i]=p_array[i];
+	}
+}
+
+Array NavigationPolygon::_get_outlines() const {
+
+	Array ret;
+	ret.resize(outlines.size());
+	for(int i=0;i<ret.size();i++) {
+		ret[i]=outlines[i];
+	}
+
+	return ret;
+}
+
+
+void NavigationPolygon::add_polygon(const Vector<int>& p_polygon){
+
+	Polygon polygon;
+	polygon.indices=p_polygon;
+	polygons.push_back(polygon);
+
+}
+
+void NavigationPolygon::add_outline_at_index(const DVector<Vector2>& p_outline,int p_index) {
+
+	outlines.insert(p_index,p_outline);
+}
+
+int NavigationPolygon::get_polygon_count() const{
+
+	return polygons.size();
+}
+Vector<int> NavigationPolygon::get_polygon(int p_idx){
+
+	ERR_FAIL_INDEX_V(p_idx,polygons.size(),Vector<int>());
+	return polygons[p_idx].indices;
+}
+void NavigationPolygon::clear_polygons(){
+
+	polygons.clear();
+}
+
+void NavigationPolygon::add_outline(const DVector<Vector2>& p_outline) {
+
+	outlines.push_back(p_outline);
+}
+
+int NavigationPolygon::get_outline_count() const{
+
+	return outlines.size();
+}
+
+void NavigationPolygon::set_outline(int p_idx,const DVector<Vector2>& p_outline) {
+	ERR_FAIL_INDEX(p_idx,outlines.size());
+	outlines[p_idx]=p_outline;
+}
+
+void NavigationPolygon::remove_outline(int p_idx) {
+
+	ERR_FAIL_INDEX(p_idx,outlines.size());
+	outlines.remove(p_idx);
+
+}
+
+DVector<Vector2> NavigationPolygon::get_outline(int p_idx) const {
+	ERR_FAIL_INDEX_V(p_idx,outlines.size(),DVector<Vector2>());
+	return outlines[p_idx];
+}
+
+void NavigationPolygon::clear_outlines(){
+
+	outlines.clear();;
+}
+void NavigationPolygon::make_polygons_from_outlines(){
+
+	List<TriangulatorPoly> in_poly,out_poly;
+
+	Vector2 outside_point(-1e10,-1e10);
+
+	for(int i=0;i<outlines.size();i++) {
+
+		DVector<Vector2> ol = outlines[i];
+		int olsize = ol.size();
+		if (olsize<3)
+			continue;
+		DVector<Vector2>::Read r=ol.read();
+		for(int j=0;j<olsize;j++) {
+			outside_point.x = MAX( r[j].x, outside_point.x );
+			outside_point.y = MAX( r[j].y, outside_point.y );
+		}
+
+	}
+
+	outside_point+=Vector2(0.7239784,0.819238); //avoid precision issues
+
+
+
+	for(int i=0;i<outlines.size();i++) {
+
+		DVector<Vector2> ol = outlines[i];
+		int olsize = ol.size();
+		if (olsize<3)
+			continue;
+		DVector<Vector2>::Read r=ol.read();
+
+		int interscount=0;
+		//test if this is an outer outline
+		for(int k=0;k<outlines.size();k++) {
+
+			if (i==k)
+				continue; //no self intersect
+
+			DVector<Vector2> ol2 = outlines[k];
+			int olsize2 = ol2.size();
+			if (olsize2<3)
+				continue;
+			DVector<Vector2>::Read r2=ol2.read();
+
+			for(int l=0;l<olsize2;l++) {
+
+				if (Geometry::segment_intersects_segment_2d(r[0],outside_point,r2[l],r2[(l+1)%olsize2],NULL)) {
+					interscount++;
+				}
+			}
+
+		}
+
+		bool outer = (interscount%2)==0;
+
+		TriangulatorPoly tp;
+		tp.Init(olsize);
+		for(int j=0;j<olsize;j++) {
+			tp[j]=r[j];
+		}
+
+		if (outer)
+			tp.SetOrientation(TRIANGULATOR_CCW);
+		else {
+			tp.SetOrientation(TRIANGULATOR_CW);
+			tp.SetHole(true);
+		}
+
+		in_poly.push_back(tp);
+	}
+
+
+	TriangulatorPartition tpart;
+	if (tpart.ConvexPartition_HM(&in_poly,&out_poly)==0) { //failed!
+		print_line("convex partition failed!");
+		return;
+	}
+
+	polygons.clear();
+	vertices.resize(0);
+
+	Map<Vector2,int> points;
+	for(List<TriangulatorPoly>::Element*I = out_poly.front();I;I=I->next()) {
+
+		TriangulatorPoly& tp = I->get();
+
+		struct Polygon p;
+
+		for(int i=0;i<tp.GetNumPoints();i++) {
+
+			Map<Vector2,int>::Element *E=points.find(tp[i]);
+			if (!E) {
+				E=points.insert(tp[i],vertices.size());
+				vertices.push_back(tp[i]);
+			}
+			p.indices.push_back(E->get());
+		}
+
+		polygons.push_back(p);
+	}
+
+	emit_signal(CoreStringNames::get_singleton()->changed);
+}
+
+
+void NavigationPolygon::_bind_methods() {
+
+	ObjectTypeDB::bind_method(_MD("set_vertices","vertices"),&NavigationPolygon::set_vertices);
+	ObjectTypeDB::bind_method(_MD("get_vertices"),&NavigationPolygon::get_vertices);
+
+	ObjectTypeDB::bind_method(_MD("add_polygon","polygon"),&NavigationPolygon::add_polygon);
+	ObjectTypeDB::bind_method(_MD("get_polygon_count"),&NavigationPolygon::get_polygon_count);
+	ObjectTypeDB::bind_method(_MD("get_polygon","idx"),&NavigationPolygon::get_polygon);
+	ObjectTypeDB::bind_method(_MD("clear_polygons"),&NavigationPolygon::clear_polygons);
+
+	ObjectTypeDB::bind_method(_MD("add_outline","outline"),&NavigationPolygon::add_outline);
+	ObjectTypeDB::bind_method(_MD("add_outline_at_index","outline","index"),&NavigationPolygon::add_outline_at_index);
+	ObjectTypeDB::bind_method(_MD("get_outline_count"),&NavigationPolygon::get_outline_count);
+	ObjectTypeDB::bind_method(_MD("set_outline","idx","outline"),&NavigationPolygon::set_outline);
+	ObjectTypeDB::bind_method(_MD("get_outline","idx"),&NavigationPolygon::get_outline);
+	ObjectTypeDB::bind_method(_MD("remove_outline","idx"),&NavigationPolygon::remove_outline);
+	ObjectTypeDB::bind_method(_MD("clear_outlines"),&NavigationPolygon::clear_outlines);
+	ObjectTypeDB::bind_method(_MD("make_polygons_from_outlines"),&NavigationPolygon::make_polygons_from_outlines);
+
+	ObjectTypeDB::bind_method(_MD("_set_polygons","polygons"),&NavigationPolygon::_set_polygons);
+	ObjectTypeDB::bind_method(_MD("_get_polygons"),&NavigationPolygon::_get_polygons);
+
+	ObjectTypeDB::bind_method(_MD("_set_outlines","outlines"),&NavigationPolygon::_set_outlines);
+	ObjectTypeDB::bind_method(_MD("_get_outlines"),&NavigationPolygon::_get_outlines);
+
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3_ARRAY,"vertices",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("set_vertices"),_SCS("get_vertices"));
+	ADD_PROPERTY(PropertyInfo(Variant::ARRAY,"polygons",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_polygons"),_SCS("_get_polygons"));
+	ADD_PROPERTY(PropertyInfo(Variant::ARRAY,"outlines",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_outlines"),_SCS("_get_outlines"));
+}
+
+NavigationPolygon::NavigationPolygon() {
+
+
+}
+
+void NavigationPolygonInstance::set_enabled(bool p_enabled) {
+
+	if (enabled==p_enabled)
+		return;
+	enabled=p_enabled;
+
+	if (!is_inside_tree())
+		return;
+
+	if (!enabled) {
+
+		if (nav_id!=-1) {
+			navigation->navpoly_remove(nav_id);
+			nav_id=-1;
+		}
+	} else {
+
+		if (navigation) {
+
+			if (navpoly.is_valid()) {
+
+				nav_id = navigation->navpoly_create(navpoly,get_relative_transform(navigation),this);
+			}
+		}
+
+	}
+
+	if (get_tree()->is_editor_hint())
+		update();
+
+//	update_gizmo();
+}
+
+bool NavigationPolygonInstance::is_enabled() const {
+
+
+	return enabled;
+}
+
+
+/////////////////////////////
+
+
+void NavigationPolygonInstance::_notification(int p_what) {
+
+
+	switch(p_what) {
+		case NOTIFICATION_ENTER_TREE: {
+
+			Node2D *c=this;
+			while(c) {
+
+				navigation=c->cast_to<Navigation2D>();
+				if (navigation) {
+
+					if (enabled && navpoly.is_valid()) {
+
+						nav_id = navigation->navpoly_create(navpoly,get_relative_transform(navigation),this);
+					}
+					break;
+				}
+
+				c=c->get_parent()->cast_to<Node2D>();
+			}
+
+		} break;
+		case NOTIFICATION_TRANSFORM_CHANGED: {
+
+			if (navigation && nav_id!=-1) {
+				navigation->navpoly_set_transform(nav_id,get_relative_transform(navigation));
+			}
+
+		} break;
+		case NOTIFICATION_EXIT_TREE: {
+
+			if (navigation) {
+
+				if (nav_id!=-1) {
+					navigation->navpoly_remove(nav_id);
+					nav_id=-1;
+				}
+			}
+			navigation=NULL;
+		} break;
+		case NOTIFICATION_DRAW: {
+
+			if (is_inside_tree() && get_tree()->is_editor_hint() && navpoly.is_valid()) {
+
+				DVector<Vector2> verts=navpoly->get_vertices();
+				int vsize = verts.size();
+				if (vsize<3)
+					return;
+
+
+				Color color;
+				if (enabled) {
+					color=Color(0.1,0.8,1.0,0.4);
+				} else {
+					color=Color(1.0,0.8,0.1,0.4);
+				}
+				Vector<Color> colors;
+				Vector<Vector2> vertices;
+				vertices.resize(vsize);
+				colors.resize(vsize);
+				{
+					DVector<Vector2>::Read vr = verts.read();
+					for(int i=0;i<vsize;i++) {
+						vertices[i]=vr[i];
+						colors[i]=color;
+					}
+				}
+
+				Vector<int> indices;
+
+
+				for(int i=0;i<navpoly->get_polygon_count();i++) {
+					Vector<int> polygon = navpoly->get_polygon(i);
+
+					for(int j=2;j<polygon.size();j++) {
+
+						int kofs[3]={0,j-1,j};
+						for(int k=0;k<3;k++) {
+
+							int idx = polygon[ kofs[k] ];
+							ERR_FAIL_INDEX(idx,vsize);
+							indices.push_back(idx);
+						}
+					}
+				}
+				VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(),indices,vertices,colors);
+
+			}
+		} break;
+
+	}
+}
+
+
+void NavigationPolygonInstance::set_navigation_polygon(const Ref<NavigationPolygon>& p_navpoly) {
+
+	if (p_navpoly==navpoly)
+		return;
+
+	if (navigation && nav_id!=-1) {
+		navigation->navpoly_remove(nav_id);
+		nav_id=-1;
+	}
+	if (navpoly.is_valid()) {
+		navpoly->disconnect(CoreStringNames::get_singleton()->changed,this,"_navpoly_changed");
+	}
+	navpoly=p_navpoly;
+
+	if (navpoly.is_valid()) {
+		navpoly->connect(CoreStringNames::get_singleton()->changed,this,"_navpoly_changed");
+	}
+
+	if (navigation && navpoly.is_valid() && enabled) {
+		nav_id = navigation->navpoly_create(navpoly,get_relative_transform(navigation),this);
+	}
+	//update_gizmo();
+	_change_notify("navpoly");
+
+}
+
+Ref<NavigationPolygon> NavigationPolygonInstance::get_navigation_polygon() const{
+
+	return navpoly;
+}
+
+void NavigationPolygonInstance::_navpoly_changed() {
+
+	if (is_inside_tree() && get_tree()->is_editor_hint())
+		update();
+}
+
+void NavigationPolygonInstance::_bind_methods() {
+
+	ObjectTypeDB::bind_method(_MD("set_navigation_polygon","navpoly"),&NavigationPolygonInstance::set_navigation_polygon);
+	ObjectTypeDB::bind_method(_MD("get_navigation_polygon"),&NavigationPolygonInstance::get_navigation_polygon);
+
+	ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&NavigationPolygonInstance::set_enabled);
+	ObjectTypeDB::bind_method(_MD("is_enabled"),&NavigationPolygonInstance::is_enabled);
+
+	ObjectTypeDB::bind_method(_MD("_navpoly_changed"),&NavigationPolygonInstance::_navpoly_changed);
+
+	ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"navpoly",PROPERTY_HINT_RESOURCE_TYPE,"NavigationPolygon"),_SCS("set_navigation_polygon"),_SCS("get_navigation_polygon"));
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
+}
+
+NavigationPolygonInstance::NavigationPolygonInstance() {
+
+	navigation=NULL;
+	nav_id=-1;
+	enabled=true;
+
+}

+ 84 - 0
scene/2d/navigation_polygon.h

@@ -0,0 +1,84 @@
+#ifndef NAVIGATION_POLYGON_H
+#define NAVIGATION_POLYGON_H
+
+#include "scene/2d/node_2d.h"
+
+
+class NavigationPolygon : public Resource  {
+
+	OBJ_TYPE( NavigationPolygon, Resource );
+
+	DVector<Vector2> vertices;
+	struct Polygon {
+		Vector<int> indices;
+	};
+	Vector<Polygon> polygons;
+	Vector< DVector<Vector2> > outlines;
+
+protected:
+
+	static void _bind_methods();
+
+	void _set_polygons(const Array& p_array);
+	Array _get_polygons() const;
+
+	void _set_outlines(const Array& p_array);
+	Array _get_outlines() const;
+
+public:
+
+
+
+	void set_vertices(const DVector<Vector2>& p_vertices);
+	DVector<Vector2> get_vertices() const;
+
+	void add_polygon(const Vector<int>& p_polygon);
+	int get_polygon_count() const;
+
+	void add_outline(const DVector<Vector2>& p_outline);
+	void add_outline_at_index(const DVector<Vector2>& p_outline,int p_index);
+	void set_outline(int p_idx,const DVector<Vector2>& p_outline);
+	DVector<Vector2> get_outline(int p_idx) const;
+	void remove_outline(int p_idx);
+	int get_outline_count() const;
+
+	void clear_outlines();
+	void make_polygons_from_outlines();
+
+	Vector<int> get_polygon(int p_idx);
+	void clear_polygons();
+
+	NavigationPolygon();
+};
+
+
+class Navigation2D;
+
+class NavigationPolygonInstance : public Node2D {
+
+	OBJ_TYPE(NavigationPolygonInstance,Node2D);
+
+	bool enabled;
+	int nav_id;
+	Navigation2D *navigation;
+	Ref<NavigationPolygon> navpoly;
+
+	void _navpoly_changed();
+
+protected:
+
+	void _notification(int p_what);
+	static void _bind_methods();
+public:
+
+	void set_enabled(bool p_enabled);
+	bool is_enabled() const;
+
+	void set_navigation_polygon(const Ref<NavigationPolygon>& p_navpoly);
+	Ref<NavigationPolygon> get_navigation_polygon() const;
+
+	NavigationPolygonInstance();
+};
+
+
+#endif // NAVIGATIONPOLYGON_H

+ 14 - 0
scene/2d/node_2d.cpp

@@ -317,6 +317,18 @@ int Node2D::get_z() const{
 	return z;
 }
 
+Matrix32 Node2D::get_relative_transform(const Node *p_parent) const {
+
+	if (p_parent==this)
+		return Matrix32();
+
+	Node2D *parent_2d = get_parent()->cast_to<Node2D>();
+	ERR_FAIL_COND_V(!parent_2d,Matrix32());
+	if (p_parent==parent_2d)
+		return get_transform();
+	else
+		return parent_2d->get_relative_transform(p_parent) * get_transform();
+}
 
 void Node2D::_bind_methods() {
 
@@ -351,6 +363,8 @@ void Node2D::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("edit_set_pivot"),&Node2D::edit_set_pivot);
 
+	ObjectTypeDB::bind_method(_MD("get_relative_transform"),&Node2D::get_relative_transform);
+
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"transform/pos"),_SCS("set_pos"),_SCS("get_pos"));
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"transform/rot",PROPERTY_HINT_RANGE,"-1440,1440,0.1"),_SCS("_set_rotd"),_SCS("_get_rotd"));
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"transform/scale"),_SCS("set_scale"),_SCS("get_scale"));

+ 3 - 0
scene/2d/node_2d.h

@@ -93,6 +93,9 @@ public:
 	void set_z_as_relative(bool p_enabled);
 	bool is_z_relative() const;
 
+	Matrix32 get_relative_transform(const Node *p_parent) const;
+
+
 	Matrix32 get_transform() const;
 
 	Node2D();

+ 70 - 34
scene/2d/tile_map.cpp

@@ -29,6 +29,7 @@
 #include "tile_map.h"
 #include "io/marshalls.h"
 #include "servers/physics_2d_server.h"
+#include "method_bind_ext.inc"
 void TileMap::_notification(int p_what) {
 
 	switch(p_what) {
@@ -62,7 +63,7 @@ void TileMap::_update_quadrant_space(const RID& p_space) {
 	for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
 
 		Quadrant &q=E->get();
-		Physics2DServer::get_singleton()->body_set_space(q.static_body,p_space);
+		Physics2DServer::get_singleton()->body_set_space(q.body,p_space);
 	}
 }
 
@@ -79,7 +80,7 @@ void TileMap::_update_quadrant_transform() {
 		Matrix32 xform;
 		xform.set_origin( q.pos );
 		xform = global_transform * xform;
-		Physics2DServer::get_singleton()->body_set_state(q.static_body,Physics2DServer::BODY_STATE_TRANSFORM,xform);
+		Physics2DServer::get_singleton()->body_set_state(q.body,Physics2DServer::BODY_STATE_TRANSFORM,xform);
 	}
 }
 
@@ -178,7 +179,7 @@ void TileMap::_update_dirty_quadrants() {
 		Quadrant &q = *dirty_quadrant_list.first()->self();
 
 		vs->canvas_item_clear(q.canvas_item);
-		ps->body_clear_shapes(q.static_body);
+		ps->body_clear_shapes(q.body);
 		int shape_idx=0;
 
 		for(int i=0;i<q.cells.size();i++) {
@@ -225,11 +226,9 @@ void TileMap::_update_dirty_quadrants() {
 
 			rect.pos+=tile_ofs;
 			if (r==Rect2()) {
-
-				tex->draw_rect(q.canvas_item,rect);
+				tex->draw_rect(q.canvas_item,rect,false,Color(1,1,1),c.transpose);
 			} else {
-
-				tex->draw_rect_region(q.canvas_item,rect,r);
+				tex->draw_rect_region(q.canvas_item,rect,r,Color(1,1,1),c.transpose);
 			}
 
 			Vector< Ref<Shape2D> > shapes = tile_set->tile_get_shapes(c.id);
@@ -243,24 +242,29 @@ void TileMap::_update_dirty_quadrants() {
 					Vector2 shape_ofs = tile_set->tile_get_shape_offset(c.id);
 					Matrix32 xform;
 					xform.set_origin(offset.floor());
+					if (c.transpose) {
+						SWAP(xform.elements[0].x, xform.elements[0].y);
+						SWAP(xform.elements[1].x, xform.elements[1].y);
+						SWAP(shape_ofs.x, shape_ofs.y);
+						SWAP(s.x, s.y);
+					}
 					if (c.flip_h) {
-						xform.elements[0]=-xform.elements[0];
-						xform.elements[2].x+=s.x-shape_ofs.x;
-					} else {
-
-						xform.elements[2].x+=shape_ofs.x;
+						xform.elements[0].x=-xform.elements[0].x;
+						xform.elements[1].x=-xform.elements[1].x;
+						shape_ofs.x=s.x-shape_ofs.x;
 					}
 					if (c.flip_v) {
-						xform.elements[1]=-xform.elements[1];
-						xform.elements[2].y+=s.y-shape_ofs.y;
-					} else {
-
-						xform.elements[2].y+=shape_ofs.y;
+						xform.elements[0].y=-xform.elements[0].y;
+						xform.elements[1].y=-xform.elements[1].y;
+						shape_ofs.y=s.y-shape_ofs.y;
 					}
+					xform.elements[2].x+=shape_ofs.x;
+					xform.elements[2].y+=shape_ofs.y;
+
 
 
-					ps->body_add_shape(q.static_body,shape->get_rid(),xform);
-					ps->body_set_shape_metadata(q.static_body,shape_idx++,Vector2(E->key().x,E->key().y));
+					ps->body_add_shape(q.body,shape->get_rid(),xform);
+					ps->body_set_shape_metadata(q.body,shape_idx++,Vector2(E->key().x,E->key().y));
 
 				}
 			}
@@ -339,19 +343,19 @@ Map<TileMap::PosKey,TileMap::Quadrant>::Element *TileMap::_create_quadrant(const
 	q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
 	VisualServer::get_singleton()->canvas_item_set_parent( q.canvas_item, get_canvas_item() );
 	VisualServer::get_singleton()->canvas_item_set_transform( q.canvas_item, xform );
-	q.static_body=Physics2DServer::get_singleton()->body_create(Physics2DServer::BODY_MODE_STATIC);
-	Physics2DServer::get_singleton()->body_attach_object_instance_ID(q.static_body,get_instance_ID());
-	Physics2DServer::get_singleton()->body_set_layer_mask(q.static_body,collision_layer);
-	Physics2DServer::get_singleton()->body_set_param(q.static_body,Physics2DServer::BODY_PARAM_FRICTION,friction);
-	Physics2DServer::get_singleton()->body_set_param(q.static_body,Physics2DServer::BODY_PARAM_BOUNCE,bounce);
+	q.body=Physics2DServer::get_singleton()->body_create(use_kinematic?Physics2DServer::BODY_MODE_KINEMATIC:Physics2DServer::BODY_MODE_STATIC);
+	Physics2DServer::get_singleton()->body_attach_object_instance_ID(q.body,get_instance_ID());
+	Physics2DServer::get_singleton()->body_set_layer_mask(q.body,collision_layer);
+	Physics2DServer::get_singleton()->body_set_param(q.body,Physics2DServer::BODY_PARAM_FRICTION,friction);
+	Physics2DServer::get_singleton()->body_set_param(q.body,Physics2DServer::BODY_PARAM_BOUNCE,bounce);
 
 	if (is_inside_tree()) {
 		xform = get_global_transform() * xform;
 		RID space = get_world_2d()->get_space();
-		Physics2DServer::get_singleton()->body_set_space(q.static_body,space);
+		Physics2DServer::get_singleton()->body_set_space(q.body,space);
 	}
 
-	Physics2DServer::get_singleton()->body_set_state(q.static_body,Physics2DServer::BODY_STATE_TRANSFORM,xform);
+	Physics2DServer::get_singleton()->body_set_state(q.body,Physics2DServer::BODY_STATE_TRANSFORM,xform);
 
 	rect_cache_dirty=true;
 	quadrant_order_dirty=true;
@@ -361,7 +365,7 @@ Map<TileMap::PosKey,TileMap::Quadrant>::Element *TileMap::_create_quadrant(const
 void TileMap::_erase_quadrant(Map<PosKey,Quadrant>::Element *Q) {
 
 	Quadrant &q=Q->get();
-	Physics2DServer::get_singleton()->free(q.static_body);
+	Physics2DServer::get_singleton()->free(q.body);
 	VisualServer::get_singleton()->free(q.canvas_item);
 	if (q.dirty_list.in_list())
 		dirty_quadrant_list.remove(&q.dirty_list);
@@ -385,7 +389,7 @@ void TileMap::_make_quadrant_dirty(Map<PosKey,Quadrant>::Element *Q) {
 }
 
 
-void TileMap::set_cell(int p_x,int p_y,int p_tile,bool p_flip_x,bool p_flip_y) {
+void TileMap::set_cell(int p_x,int p_y,int p_tile,bool p_flip_x,bool p_flip_y,bool p_transpose) {
 
 	PosKey pk(p_x,p_y);
 
@@ -421,7 +425,7 @@ void TileMap::set_cell(int p_x,int p_y,int p_tile,bool p_flip_x,bool p_flip_y) {
 	} else {
 		ERR_FAIL_COND(!Q); // quadrant should exist...
 
-		if (E->get().id==p_tile && E->get().flip_h==p_flip_x && E->get().flip_v==p_flip_y)
+		if (E->get().id==p_tile && E->get().flip_h==p_flip_x && E->get().flip_v==p_flip_y && E->get().transpose==p_transpose)
 			return; //nothing changed
 
 	}
@@ -432,6 +436,7 @@ void TileMap::set_cell(int p_x,int p_y,int p_tile,bool p_flip_x,bool p_flip_y) {
 	c.id=p_tile;
 	c.flip_h=p_flip_x;
 	c.flip_v=p_flip_y;
+	c.transpose=p_transpose;
 
 	_make_quadrant_dirty(Q);
 
@@ -471,6 +476,17 @@ bool TileMap::is_cell_y_flipped(int p_x,int p_y) const {
 
 	return E->get().flip_v;
 }
+bool TileMap::is_cell_transposed(int p_x,int p_y) const {
+
+	PosKey pk(p_x,p_y);
+
+	const Map<PosKey,Cell>::Element *E=tile_map.find(pk);
+
+	if (!E)
+		return false;
+
+	return E->get().transpose;
+}
 
 
 void TileMap::_recreate_quadrants() {
@@ -535,11 +551,12 @@ void TileMap::_set_tile_data(const DVector<int>& p_data) {
 		uint32_t v = decode_uint32(&local[4]);
 		bool flip_h = v&(1<<29);
 		bool flip_v = v&(1<<30);
+		bool transpose = v&(1<<31);
 		v&=(1<<29)-1;
 
 //		if (x<-20 || y <-20 || x>4000 || y>4000)
 //			continue;
-		set_cell(x,y,v,flip_h,flip_v);
+		set_cell(x,y,v,flip_h,flip_v,transpose);
 
 	}
 
@@ -562,6 +579,8 @@ DVector<int> TileMap::_get_tile_data() const {
 			val|=(1<<29);
 		if (E->get().flip_v)
 			val|=(1<<30);
+		if (E->get().transpose)
+			val|=(1<<31);
 
 		encode_uint32(val,&ptr[4]);
 		idx+=2;
@@ -586,17 +605,29 @@ void TileMap::set_collision_layer_mask(uint32_t p_layer) {
 	for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
 
 		Quadrant &q=E->get();
-		Physics2DServer::get_singleton()->body_set_layer_mask(q.static_body,collision_layer);
+		Physics2DServer::get_singleton()->body_set_layer_mask(q.body,collision_layer);
 	}
 }
 
+bool TileMap::get_collision_use_kinematic() const{
+
+	return use_kinematic;
+}
+
+void TileMap::set_collision_use_kinematic(bool p_use_kinematic) {
+
+	_clear_quadrants();
+	use_kinematic=p_use_kinematic;
+	_recreate_quadrants();
+}
+
 void TileMap::set_collision_friction(float p_friction) {
 
 	friction=p_friction;
 	for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
 
 		Quadrant &q=E->get();
-		Physics2DServer::get_singleton()->body_set_param(q.static_body,Physics2DServer::BODY_PARAM_FRICTION,p_friction);
+		Physics2DServer::get_singleton()->body_set_param(q.body,Physics2DServer::BODY_PARAM_FRICTION,p_friction);
 	}
 
 }
@@ -612,7 +643,7 @@ void TileMap::set_collision_bounce(float p_bounce){
 	for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
 
 		Quadrant &q=E->get();
-		Physics2DServer::get_singleton()->body_set_param(q.static_body,Physics2DServer::BODY_PARAM_BOUNCE,p_bounce);
+		Physics2DServer::get_singleton()->body_set_param(q.body,Physics2DServer::BODY_PARAM_BOUNCE,p_bounce);
 	}
 
 }
@@ -804,6 +835,9 @@ void TileMap::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_center_y","enable"),&TileMap::set_center_y);
 	ObjectTypeDB::bind_method(_MD("get_center_y"),&TileMap::get_center_y);
 
+	ObjectTypeDB::bind_method(_MD("set_collision_use_kinematic","use_kinematic"),&TileMap::set_collision_use_kinematic);
+	ObjectTypeDB::bind_method(_MD("get_collision_use_kinematic"),&TileMap::get_collision_use_kinematic);
+
 	ObjectTypeDB::bind_method(_MD("set_collision_layer_mask","mask"),&TileMap::set_collision_layer_mask);
 	ObjectTypeDB::bind_method(_MD("get_collision_layer_mask"),&TileMap::get_collision_layer_mask);
 
@@ -813,7 +847,7 @@ void TileMap::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_collision_bounce","value"),&TileMap::set_collision_bounce);
 	ObjectTypeDB::bind_method(_MD("get_collision_bounce"),&TileMap::get_collision_bounce);
 
-	ObjectTypeDB::bind_method(_MD("set_cell","x","y","tile","flip_x","flip_y"),&TileMap::set_cell,DEFVAL(false),DEFVAL(false));
+	ObjectTypeDB::bind_method(_MD("set_cell","x","y","tile","flip_x","flip_y","transpose"),&TileMap::set_cell,DEFVAL(false),DEFVAL(false),DEFVAL(false));
 	ObjectTypeDB::bind_method(_MD("get_cell","x","y"),&TileMap::get_cell);
 	ObjectTypeDB::bind_method(_MD("is_cell_x_flipped","x","y"),&TileMap::is_cell_x_flipped);
 	ObjectTypeDB::bind_method(_MD("is_cell_y_flipped","x","y"),&TileMap::is_cell_y_flipped);
@@ -837,6 +871,7 @@ void TileMap::_bind_methods() {
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"cell/quadrant_size",PROPERTY_HINT_RANGE,"1,128,1"),_SCS("set_quadrant_size"),_SCS("get_quadrant_size"));
 	ADD_PROPERTY( PropertyInfo(Variant::MATRIX32,"cell/custom_transform"),_SCS("set_custom_transform"),_SCS("get_custom_transform"));
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"cell/half_offset",PROPERTY_HINT_ENUM,"Offset X,Offset Y,Disabled"),_SCS("set_half_offset"),_SCS("get_half_offset"));
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collision/use_kinematic",PROPERTY_HINT_NONE,""),_SCS("set_collision_use_kinematic"),_SCS("get_collision_use_kinematic"));
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_collision_friction"),_SCS("get_collision_friction"));
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_collision_bounce"),_SCS("get_collision_bounce"));
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_layer_mask"),_SCS("get_collision_layer_mask"));
@@ -870,6 +905,7 @@ TileMap::TileMap() {
 	bounce=0;
 	mode=MODE_SQUARE;
 	half_offset=HALF_OFFSET_DISABLED;
+	use_kinematic=false;
 
 	fp_adjust=0.01;
 	fp_adjust=0.01;

+ 10 - 4
scene/2d/tile_map.h

@@ -60,6 +60,7 @@ private:
 	Mode mode;
 	Matrix32 custom_transform;
 	HalfOffset half_offset;
+	bool use_kinematic;
 
 
 	union PosKey {
@@ -85,6 +86,7 @@ private:
 			int32_t id:24;
 			bool flip_h:1;
 			bool flip_v:1;
+			bool transpose:1;
 		};
 
 		uint32_t _u32t;
@@ -97,14 +99,14 @@ private:
 
 		Vector2 pos;
 		RID canvas_item;
-		RID static_body;
+		RID body;
 
 		SelfList<Quadrant> dirty_list;
 
 		VSet<PosKey> cells;
 
-		void operator=(const Quadrant& q) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells; }
-		Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells;}
+		void operator=(const Quadrant& q) { pos=q.pos; canvas_item=q.canvas_item; body=q.body; cells=q.cells; }
+		Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_item=q.canvas_item; body=q.body; cells=q.cells;}
 		Quadrant() : dirty_list(this) {}
 	};
 
@@ -167,16 +169,20 @@ public:
 	void set_center_y(bool p_enable);
 	bool get_center_y() const;
 
-	void set_cell(int p_x,int p_y,int p_tile,bool p_flip_x=false,bool p_flip_y=false);
+	void set_cell(int p_x,int p_y,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false);
 	int get_cell(int p_x,int p_y) const;
 	bool is_cell_x_flipped(int p_x,int p_y) const;
 	bool is_cell_y_flipped(int p_x,int p_y) const;
+	bool is_cell_transposed(int p_x,int p_y) const;
 
 	Rect2 get_item_rect() const;
 
 	void set_collision_layer_mask(uint32_t p_layer);
 	uint32_t get_collision_layer_mask() const;
 
+	void set_collision_use_kinematic(bool p_use_kinematic);
+	bool get_collision_use_kinematic() const;
+
 	void set_collision_friction(float p_friction);
 	float get_collision_friction() const;
 

+ 4 - 4
scene/3d/camera.cpp

@@ -152,11 +152,11 @@ void Camera::_get_property_list( List<PropertyInfo> *p_list) const {
 	
 		case PROJECTION_PERSPECTIVE: {
 		
-			p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_NOEDITOR) );
+			p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_NOEDITOR) );
 			if (keep_aspect==KEEP_WIDTH)
-				p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_EDITOR) );
+				p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) );
 			else
-				p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_EDITOR) );
+				p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) );
 
 			
 		} break;
@@ -604,7 +604,7 @@ Vector3 Camera::project_position(const Point2& p_point) const {
 
 	Vector2 point;
 	point.x = (p_point.x/viewport_size.x) * 2.0 - 1.0;
-	point.y = (p_point.y/viewport_size.y) * 2.0 - 1.0;
+	point.y = (1.0-(p_point.y/viewport_size.y)) * 2.0 - 1.0;
 	point*=vp_size;
 
 	Vector3 p(point.x,point.y,-near);

+ 15 - 0
scene/3d/visual_instance.cpp

@@ -310,6 +310,17 @@ int GeometryInstance::get_baked_light_texture_id() const{
 	return baked_light_texture_id;
 }
 
+void GeometryInstance::set_extra_cull_margin(float p_margin) {
+
+	ERR_FAIL_COND(p_margin<0);
+	extra_cull_margin=p_margin;
+	VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(),extra_cull_margin);
+}
+
+float GeometryInstance::get_extra_cull_margin() const{
+
+	return extra_cull_margin;
+}
 
 void GeometryInstance::_bind_methods() {
 
@@ -328,6 +339,9 @@ void GeometryInstance::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_baked_light_texture_id","id"), &GeometryInstance::set_baked_light_texture_id);
 	ObjectTypeDB::bind_method(_MD("get_baked_light_texture_id"), &GeometryInstance::get_baked_light_texture_id);
 
+	ObjectTypeDB::bind_method(_MD("set_extra_cull_margin","margin"), &GeometryInstance::set_extra_cull_margin);
+	ObjectTypeDB::bind_method(_MD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
+
 	ObjectTypeDB::bind_method(_MD("_baked_light_changed"), &GeometryInstance::_baked_light_changed);
 
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/visible"), _SCS("set_flag"), _SCS("get_flag"),FLAG_VISIBLE);
@@ -336,6 +350,7 @@ void GeometryInstance::_bind_methods() {
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/receive_shadows"), _SCS("set_flag"), _SCS("get_flag"),FLAG_RECEIVE_SHADOWS);
 	ADD_PROPERTY( PropertyInfo( Variant::INT, "geometry/range_begin",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_draw_range_begin"), _SCS("get_draw_range_begin"));
 	ADD_PROPERTY( PropertyInfo( Variant::INT, "geometry/range_end",PROPERTY_HINT_RANGE,"0,32768,0.01"), _SCS("set_draw_range_end"), _SCS("get_draw_range_end"));
+	ADD_PROPERTY( PropertyInfo( Variant::REAL, "geometry/extra_cull_margin",PROPERTY_HINT_RANGE,"0,16384,0"), _SCS("set_extra_cull_margin"), _SCS("get_extra_cull_margin"));
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/billboard"), _SCS("set_flag"), _SCS("get_flag"),FLAG_BILLBOARD);
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/billboard_y"), _SCS("set_flag"), _SCS("get_flag"),FLAG_BILLBOARD_FIX_Y);
 	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "geometry/depth_scale"), _SCS("set_flag"), _SCS("get_flag"),FLAG_DEPH_SCALE);

+ 4 - 0
scene/3d/visual_instance.h

@@ -108,6 +108,7 @@ private:
 	void _find_baked_light();
 	BakedLightInstance *baked_light_instance;
 	int baked_light_texture_id;
+	float extra_cull_margin;
 
 	void _baked_light_changed();
 	void _update_visibility();
@@ -132,6 +133,9 @@ public:
 	void set_baked_light_texture_id(int p_id);
 	int get_baked_light_texture_id() const;
 
+	void set_extra_cull_margin(float p_margin);
+	float get_extra_cull_margin() const;
+
 	GeometryInstance();
 };
 

+ 11 - 0
scene/gui/control.cpp

@@ -2267,8 +2267,10 @@ void Control::_window_sort_subwindows() {
 	if (!window->subwindow_order_dirty)
 		return;
 
+
 	window->modal_stack.sort_custom<CComparator>();
 	window->subwindows.sort_custom<CComparator>();
+
 	window->subwindow_order_dirty=false;
 
 }
@@ -2688,6 +2690,12 @@ Control *Control::get_focus_owner() const {
 	return data.window->window->key_focus;
 }
 
+
+void Control::warp_mouse(const Point2& p_to_pos) {
+	ERR_FAIL_COND(!is_inside_tree());
+	get_viewport()->warp_mouse(get_global_transform().xform(p_to_pos));
+}
+
 void Control::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("_window_input_event"),&Control::_window_input_event);
@@ -2784,6 +2792,9 @@ void Control::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("set_drag_preview","control:Control"),&Control::set_drag_preview);
 
+	ObjectTypeDB::bind_method(_MD("warp_mouse","to_pos"),&Control::warp_mouse);
+
+
 	BIND_VMETHOD(MethodInfo("_input_event",PropertyInfo(Variant::INPUT_EVENT,"event")));
 	BIND_VMETHOD(MethodInfo(Variant::VECTOR2,"get_minimum_size"));
 	BIND_VMETHOD(MethodInfo(Variant::OBJECT,"get_drag_data",PropertyInfo(Variant::VECTOR2,"pos")));

+ 1 - 1
scene/gui/control.h

@@ -380,7 +380,7 @@ public:
 
 	void grab_click_focus();
 
-
+	void warp_mouse(const Point2& p_to_pos);
 
 	Control();	
 	~Control();

+ 2 - 2
scene/gui/dialogs.cpp

@@ -328,8 +328,8 @@ AcceptDialog::AcceptDialog() {
 	label->set_anchor(MARGIN_RIGHT,ANCHOR_END);
 	label->set_anchor(MARGIN_BOTTOM,ANCHOR_END);
 	label->set_begin( Point2( margin, margin) );
-	label->set_end( Point2( margin, button_margin) );
-	label->set_autowrap(true);
+	label->set_end( Point2( margin, button_margin+10) );
+	//label->set_autowrap(true);
 	add_child(label);
 
 	hbc = memnew( HBoxContainer );

+ 4 - 0
scene/gui/popup.cpp

@@ -94,6 +94,8 @@ void Popup::popup_centered_minsize(const Size2& p_minsize) {
 		Control *c=get_child(i)->cast_to<Control>();
 		if (!c)
 			continue;
+		if (c->is_hidden())
+			continue;
 
 		Size2 minsize = c->get_combined_minimum_size();
 
@@ -114,6 +116,8 @@ void Popup::popup_centered_minsize(const Size2& p_minsize) {
 
 		}
 
+		print_line(String(c->get_type())+": "+minsize);
+
 		total_minsize.width = MAX( total_minsize.width, minsize.width );
 		total_minsize.height = MAX( total_minsize.height, minsize.height );
 	}

+ 1 - 1
scene/gui/popup_menu.h

@@ -90,7 +90,7 @@ public:
 	void add_icon_check_item(const Ref<Texture>& p_icon,const String& p_label,int p_ID=-1,uint32_t p_accel=0);
 	void add_check_item(const String& p_label,int p_ID=-1,uint32_t p_accel=0);
 	void add_submenu_item(const String& p_label,const String& p_submenu, int p_ID=-1);
-	
+
 	void set_item_text(int p_idx,const String& p_text);
 	void set_item_icon(int p_idx,const Ref<Texture>& p_icon);
 	void set_item_checked(int p_idx,bool p_checked);	

+ 4 - 0
scene/gui/tree.cpp

@@ -2472,6 +2472,10 @@ void Tree::_notification(int p_what) {
 		}
 	}
 
+	if (p_what==NOTIFICATION_THEME_CHANGED) {
+		update_cache();
+	}
+
 }
 
 

+ 33 - 0
scene/main/viewport.cpp

@@ -29,6 +29,8 @@
 #include "viewport.h"
 #include "os/os.h"
 #include "scene/3d/spatial.h"
+#include "os/input.h"
+
 //#include "scene/3d/camera.h"
 
 #include "servers/spatial_sound_server.h"
@@ -970,6 +972,22 @@ bool Viewport::get_render_target_vflip() const{
 	return render_target_vflip;
 }
 
+void Viewport::set_render_target_clear_on_new_frame(bool p_enable) {
+
+	render_target_clear_on_new_frame=p_enable;
+	VisualServer::get_singleton()->viewport_set_render_target_clear_on_new_frame(viewport,p_enable);
+}
+
+bool Viewport::get_render_target_clear_on_new_frame() const{
+
+	return render_target_clear_on_new_frame;
+}
+
+void Viewport::render_target_clear() {
+
+	//render_target_clear=true;
+	VisualServer::get_singleton()->viewport_render_target_clear(viewport);
+}
 
 void Viewport::set_render_target_filter(bool p_enable) {
 
@@ -1100,6 +1118,12 @@ void Viewport::_vp_unhandled_input(const InputEvent& p_ev) {
 
 }
 
+void Viewport::warp_mouse(const Vector2& p_pos) {
+
+	Vector2 gpos = (get_final_transform().affine_inverse() * _get_input_pre_xform()).affine_inverse().xform(p_pos);
+	Input::get_singleton()->warp_mouse_pos(gpos);
+}
+
 void Viewport::input(const InputEvent& p_event) {
 
 	ERR_FAIL_COND(!is_inside_tree());
@@ -1256,6 +1280,11 @@ void Viewport::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("set_render_target_vflip","enable"), &Viewport::set_render_target_vflip);
 	ObjectTypeDB::bind_method(_MD("get_render_target_vflip"), &Viewport::get_render_target_vflip);
+	
+	ObjectTypeDB::bind_method(_MD("set_render_target_clear_on_new_frame","enable"), &Viewport::set_render_target_clear_on_new_frame);
+	ObjectTypeDB::bind_method(_MD("get_render_target_clear_on_new_frame"), &Viewport::get_render_target_clear_on_new_frame);
+	
+	ObjectTypeDB::bind_method(_MD("render_target_clear"), &Viewport::render_target_clear);
 
 	ObjectTypeDB::bind_method(_MD("set_render_target_filter","enable"), &Viewport::set_render_target_filter);
 	ObjectTypeDB::bind_method(_MD("get_render_target_filter"), &Viewport::get_render_target_filter);
@@ -1289,6 +1318,7 @@ void Viewport::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("is_audio_listener_2d","enable"), &Viewport::is_audio_listener_2d);
 	ObjectTypeDB::bind_method(_MD("set_render_target_to_screen_rect"), &Viewport::set_render_target_to_screen_rect);
 
+	ObjectTypeDB::bind_method(_MD("warp_mouse","to_pos"), &Viewport::warp_mouse);
 
 	ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"), _SCS("set_rect"), _SCS("get_rect") );
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"own_world"), _SCS("set_use_own_world"), _SCS("is_using_own_world") );
@@ -1297,6 +1327,7 @@ void Viewport::_bind_methods() {
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transparent_bg"), _SCS("set_transparent_background"), _SCS("has_transparent_background") );
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/enabled"), _SCS("set_as_render_target"), _SCS("is_set_as_render_target") );
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/v_flip"), _SCS("set_render_target_vflip"), _SCS("get_render_target_vflip") );
+	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/clear_on_new_frame"), _SCS("set_render_target_clear_on_new_frame"), _SCS("get_render_target_clear_on_new_frame") );
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/filter"), _SCS("set_render_target_filter"), _SCS("get_render_target_filter") );
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/gen_mipmaps"), _SCS("set_render_target_gen_mipmaps"), _SCS("get_render_target_gen_mipmaps") );
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"render_target/update_mode",PROPERTY_HINT_ENUM,"Disabled,Once,When Visible,Always"), _SCS("set_render_target_update_mode"), _SCS("get_render_target_update_mode") );
@@ -1335,6 +1366,8 @@ Viewport::Viewport() {
 	render_target_gen_mipmaps=false;
 	render_target=false;
 	render_target_vflip=false;
+	render_target_clear_on_new_frame=true;
+	//render_target_clear=true;
 	render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE;
 	render_target_texture = Ref<RenderTargetTexture>( memnew( RenderTargetTexture(this) ) );
 

+ 7 - 0
scene/main/viewport.h

@@ -114,6 +114,7 @@ friend class RenderTargetTexture;
 
 	bool transparent_bg;
 	bool render_target_vflip;
+	bool render_target_clear_on_new_frame;
 	bool render_target_filter;
 	bool render_target_gen_mipmaps;
 
@@ -220,6 +221,10 @@ public:
 	void set_render_target_vflip(bool p_enable);
 	bool get_render_target_vflip() const;
 
+	void set_render_target_clear_on_new_frame(bool p_enable);
+	bool get_render_target_clear_on_new_frame() const;
+	void render_target_clear();
+
 	void set_render_target_filter(bool p_enable);
 	bool get_render_target_filter() const;
 
@@ -246,6 +251,8 @@ public:
 	void set_render_target_to_screen_rect(const Rect2& p_rect);
 	Rect2 get_render_target_to_screen_rect() const;
 
+	void warp_mouse(const Vector2& p_pos);
+
 	void set_physics_object_picking(bool p_enable);
 	bool get_physics_object_picking();
 

+ 14 - 0
scene/register_scene_types.cpp

@@ -79,6 +79,8 @@
 #include "scene/resources/video_stream.h"
 #include "scene/2d/particles_2d.h"
 #include "scene/2d/path_2d.h"
+#include "scene/2d/light_2d.h"
+#include "scene/2d/light_occluder_2d.h"
 
 #include "scene/2d/canvas_item.h"
 #include "scene/2d/sprite.h"
@@ -102,6 +104,8 @@
 #include "scene/2d/screen_button.h"
 #include "scene/2d/remote_transform_2d.h"
 #include "scene/2d/y_sort.h"
+#include "scene/2d/navigation2d.h"
+#include "scene/2d/canvas_modulate.h"
 
 #include "scene/2d/position_2d.h"
 #include "scene/2d/tile_map.h"
@@ -262,6 +266,7 @@ void register_scene_types() {
 	ObjectTypeDB::register_virtual_type<RenderTargetTexture>();
 	ObjectTypeDB::register_type<Timer>();
 	ObjectTypeDB::register_type<CanvasLayer>();
+	ObjectTypeDB::register_type<CanvasModulate>();
 	ObjectTypeDB::register_type<ResourcePreloader>();
 
 	/* REGISTER GUI */
@@ -450,6 +455,7 @@ void register_scene_types() {
 	//ObjectTypeDB::set_type_enabled("BodyVolumeCylinder",false);
 	//ObjectTypeDB::set_type_enabled("BodyVolumeConvexPolygon",false);
 
+	ObjectTypeDB::register_type<CanvasItemMaterial>();
 	ObjectTypeDB::register_virtual_type<CanvasItem>();
 	ObjectTypeDB::register_type<Node2D>();
 	ObjectTypeDB::register_type<Particles2D>();
@@ -471,6 +477,9 @@ void register_scene_types() {
 	ObjectTypeDB::register_type<VisibilityNotifier2D>();
 	ObjectTypeDB::register_type<VisibilityEnabler2D>();
 	ObjectTypeDB::register_type<Polygon2D>();
+	ObjectTypeDB::register_type<Light2D>();
+	ObjectTypeDB::register_type<LightOccluder2D>();
+	ObjectTypeDB::register_type<OccluderPolygon2D>();
 	ObjectTypeDB::register_type<YSort>();
 
 	ObjectTypeDB::set_type_enabled("CollisionShape2D",false);
@@ -499,6 +508,7 @@ void register_scene_types() {
 	ObjectTypeDB::register_virtual_type<Shader>();
 	ObjectTypeDB::register_virtual_type<ShaderGraph>();
 	ObjectTypeDB::register_type<CanvasItemShader>();
+	ObjectTypeDB::register_type<CanvasItemShaderGraph>();
 
 #ifndef _3D_DISABLED
 	ObjectTypeDB::register_type<Mesh>();
@@ -574,6 +584,10 @@ void register_scene_types() {
 	ObjectTypeDB::register_type<Path2D>();
 	ObjectTypeDB::register_type<PathFollow2D>();
 
+	ObjectTypeDB::register_type<Navigation2D>();
+	ObjectTypeDB::register_type<NavigationPolygon>();
+	ObjectTypeDB::register_type<NavigationPolygonInstance>();
+
 	OS::get_singleton()->yield(); //may take time to init
 
 	ObjectTypeDB::register_type<PackedScene>();

+ 1 - 1
scene/resources/material.cpp

@@ -582,7 +582,7 @@ void ShaderMaterial::get_argument_options(const StringName& p_function,int p_idx
 			List<PropertyInfo> pl;
 			shader->get_param_list(&pl);
 			for (List<PropertyInfo>::Element *E=pl.front();E;E=E->next()) {
-				r_options->push_back("\""+E->get().name.replace("shader_param/","")+"\"");
+				r_options->push_back("\""+E->get().name.replace_first("shader_param/","")+"\"");
 			}
 		}
 	}

+ 17 - 9
scene/resources/polygon_path_finder.cpp

@@ -525,24 +525,32 @@ bool PolygonPathFinder::is_point_inside(const Vector2& p_point) const {
 
 Vector2 PolygonPathFinder::get_closest_point(const Vector2& p_point) const {
 
-	int closest_idx=-1;
 	float closest_dist=1e20;
-	for(int i=0;i<points.size()-2;i++) {
+	Vector2 closest_point;
+
+	for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
+
+		const Edge& e=E->get();
+		Vector2 seg[2]={
+			points[e.points[0]].pos,
+			points[e.points[1]].pos
+		};
+
+
+		Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point,seg);
+		float d = p_point.distance_squared_to(closest);
 
-		float d = p_point.distance_squared_to(points[i].pos);
 		if (d<closest_dist) {
 			closest_dist=d;
-			closest_idx=i;
+			closest_point=closest;
 		}
-
 	}
+	
+	ERR_FAIL_COND_V(closest_dist==1e20,Vector2());
 
-	ERR_FAIL_COND_V(closest_idx==-1,Vector2());
-
-	return points[closest_idx].pos;
+	return closest_point;
 }
 
-
 Vector<Vector2> PolygonPathFinder::get_intersections(const Vector2& p_from, const Vector2& p_to) const {
 
 	Vector<Vector2> inters;

+ 385 - 3
scene/resources/shader_graph.cpp

@@ -221,6 +221,13 @@ void ShaderGraph::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("comment_node_set_text","shader_type","id","text"),&ShaderGraph::comment_node_set_text);
 	ObjectTypeDB::bind_method(_MD("comment_node_get_text","shader_type","id"),&ShaderGraph::comment_node_get_text);
 
+	ObjectTypeDB::bind_method(_MD("color_ramp_node_set_ramp","shader_type","id","colors","offsets"),&ShaderGraph::color_ramp_node_set_ramp);
+	ObjectTypeDB::bind_method(_MD("color_ramp_node_get_colors","shader_type","id"),&ShaderGraph::color_ramp_node_get_colors);
+	ObjectTypeDB::bind_method(_MD("color_ramp_node_get_offsets","shader_type","id"),&ShaderGraph::color_ramp_node_get_offsets);
+
+	ObjectTypeDB::bind_method(_MD("curve_map_node_set_points","shader_type","id","points"),&ShaderGraph::curve_map_node_set_points);
+	ObjectTypeDB::bind_method(_MD("curve_map_node_get_points","shader_type","id"),&ShaderGraph::curve_map_node_get_points);
+
 	ObjectTypeDB::bind_method(_MD("connect_node:Error","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::connect_node);
 	ObjectTypeDB::bind_method(_MD("is_node_connected","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::is_node_connected);
 	ObjectTypeDB::bind_method(_MD("disconnect_node","shader_type","src_id","src_slot","dst_id","dst_slot"),&ShaderGraph::disconnect_node);
@@ -263,12 +270,15 @@ void ShaderGraph::_bind_methods() {
 	BIND_CONSTANT( NODE_XFORM_TO_VEC ); // 3 vec input ); 1 xform output
 	BIND_CONSTANT( NODE_SCALAR_INTERP ); // scalar interpolation (with optional curve)
 	BIND_CONSTANT( NODE_VEC_INTERP ); // vec3 interpolation  (with optional curve)
+	BIND_CONSTANT( NODE_COLOR_RAMP );
+	BIND_CONSTANT( NODE_CURVE_MAP );
 	BIND_CONSTANT( NODE_SCALAR_INPUT ); // scalar uniform (assignable in material)
 	BIND_CONSTANT( NODE_VEC_INPUT ); // vec3 uniform (assignable in material)
 	BIND_CONSTANT( NODE_RGB_INPUT ); // color uniform (assignable in material)
 	BIND_CONSTANT( NODE_XFORM_INPUT ); // mat4 uniform (assignable in material)
 	BIND_CONSTANT( NODE_TEXTURE_INPUT ); // texture input (assignable in material)
 	BIND_CONSTANT( NODE_CUBEMAP_INPUT ); // cubemap input (assignable in material)
+	BIND_CONSTANT( NODE_DEFAULT_TEXTURE );
 	BIND_CONSTANT( NODE_OUTPUT ); // output (shader type dependent)
 	BIND_CONSTANT( NODE_COMMENT ); // comment
 	BIND_CONSTANT( NODE_TYPE_MAX );
@@ -519,12 +529,15 @@ void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
 		case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
 		case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve)
 		case NODE_VEC_INTERP: {} break; // vec3 interpolation  (with optional curve)
+		case NODE_COLOR_RAMP: { node.param1=DVector<Color>(); node.param2=DVector<real_t>();} break; // vec3 interpolation  (with optional curve)
+		case NODE_CURVE_MAP: { node.param1=DVector<Vector2>();} break; // vec3 interpolation  (with optional curve)
 		case NODE_SCALAR_INPUT: {node.param1=_find_unique_name("Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
 		case NODE_VEC_INPUT: {node.param1=_find_unique_name("Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
 		case NODE_RGB_INPUT: {node.param1=_find_unique_name("Color");node.param2=Color();} break; // color uniform (assignable in material)
 		case NODE_XFORM_INPUT: {node.param1=_find_unique_name("XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
 		case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name("Tex"); } break; // texture input (assignable in material)
-		case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material)
+		case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material)			
+		case NODE_DEFAULT_TEXTURE: {}; break;
 		case NODE_OUTPUT: {} break; // output (shader type dependent)
 		case NODE_COMMENT: {} break; // comment
 		case NODE_TYPE_MAX: {};
@@ -964,6 +977,59 @@ ShaderGraph::VecFunc ShaderGraph::vec_func_node_get_function(ShaderType p_type,
 	return VecFunc(func);
 }
 
+void ShaderGraph::color_ramp_node_set_ramp(ShaderType p_type,int p_id,const DVector<Color>& p_colors, const DVector<real_t>& p_offsets){
+
+    ERR_FAIL_INDEX(p_type,3);
+    ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+    ERR_FAIL_COND(p_colors.size()!=p_offsets.size());
+    Node& n = shader[p_type].node_map[p_id];
+    n.param1=p_colors;
+    n.param2=p_offsets;
+    _request_update();
+
+}
+
+DVector<Color> ShaderGraph::color_ramp_node_get_colors(ShaderType p_type,int p_id) const{
+
+    ERR_FAIL_INDEX_V(p_type,3,DVector<Color>());
+    ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<Color>());
+    const Node& n = shader[p_type].node_map[p_id];
+    return n.param1;
+
+
+}
+
+DVector<real_t> ShaderGraph::color_ramp_node_get_offsets(ShaderType p_type,int p_id) const{
+
+    ERR_FAIL_INDEX_V(p_type,3,DVector<real_t>());
+    ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<real_t>());
+    const Node& n = shader[p_type].node_map[p_id];
+    return n.param2;
+
+}
+
+
+void ShaderGraph::curve_map_node_set_points(ShaderType p_type,int p_id,const DVector<Vector2>& p_points) {
+
+    ERR_FAIL_INDEX(p_type,3);
+    ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
+    Node& n = shader[p_type].node_map[p_id];
+    n.param1=p_points;
+    _request_update();
+
+}
+
+DVector<Vector2> ShaderGraph::curve_map_node_get_points(ShaderType p_type,int p_id) const{
+
+    ERR_FAIL_INDEX_V(p_type,3,DVector<Vector2>());
+    ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),DVector<Vector2>());
+    const Node& n = shader[p_type].node_map[p_id];
+    return n.param1;
+
+}
+
+
+
 void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p_name){
 
 	ERR_FAIL_INDEX(p_type,3);
@@ -1223,7 +1289,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
-	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
@@ -1254,6 +1320,43 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
 	//light out
 	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
+	//canvas item vertex in
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ExtraMatrix","EXTRA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+	//canvas item vertex out
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","VERTEX",".xy",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	//canvas item fragment in
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+	//canvas item fragment out
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
+	//canvas item light in
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightDist","LIGHT_DISTANCE","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightDir","vec3(LIGHT_DIR,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+	//canvas item light out
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
 	//end
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
 
@@ -1299,12 +1402,15 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= {
 		{NODE_SCALAR_TO_VEC,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // 3 scalar input,{SLOT_MAX},{SLOT_MAX}}, 1 vec3 output
 		{NODE_SCALAR_INTERP,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar interpolation (with optional curve)
 		{NODE_VEC_INTERP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 interpolation  (with optional curve)
+		{NODE_COLOR_RAMP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 interpolation  (with optional curve)
+		{NODE_CURVE_MAP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 interpolation  (with optional curve)
 		{NODE_SCALAR_INPUT,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar uniform (assignable in material)
 		{NODE_VEC_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 uniform (assignable in material)
 		{NODE_RGB_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // color uniform (assignable in material)
 		{NODE_XFORM_INPUT,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 uniform (assignable in material)
 		{NODE_TEXTURE_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // texture input (assignable in material)
 		{NODE_CUBEMAP_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // cubemap input (assignable in material)
+		{NODE_DEFAULT_TEXTURE,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // cubemap input (assignable in material)
 		{NODE_COMMENT,{SLOT_MAX},{SLOT_MAX}}, // comment
 		{NODE_TYPE_MAX,{SLOT_MAX},{SLOT_MAX}}
 };
@@ -1663,6 +1769,11 @@ void ShaderGraph::_update_shader() {
 			} else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
 				if (name==("IN_NORMAL"))
 					code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i];
+			} else if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_CANVAS_ITEM) {
+				if (name==("SRC_COLOR"))
+					code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i];
+				if (name==("SRC_UV"))
+					code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i];
 			}
 
 		}
@@ -1679,6 +1790,10 @@ void ShaderGraph::_update_shader() {
 			all_ok=false;
 	}
 
+	/*print_line("VERTEX: \n"+code[0]);
+	print_line("FRAGMENT: \n"+code[1]);
+	print_line("LIGHT: \n"+code[2]);*/
+
 	if (all_ok) {
 		set_code(code[0],code[1],code[2]);
 	}
@@ -1688,6 +1803,134 @@ void ShaderGraph::_update_shader() {
 	emit_signal(SceneStringNames::get_singleton()->updated);
 }
 
+void ShaderGraph::_plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d,uint8_t* p_heights,bool *p_useds) {
+
+	float geometry[4][4];
+	float tmp1[4][4];
+	float tmp2[4][4];
+	float deltas[4][4];
+	double x, dx, dx2, dx3;
+	double y, dy, dy2, dy3;
+	double d, d2, d3;
+	int lastx, lasty;
+	int newx, newy;
+	int ntimes;
+	int i,j;
+
+	int xmax=255;
+	int ymax=255;
+
+	/* construct the geometry matrix from the segment */
+	for (i = 0; i < 4; i++)	{
+		geometry[i][2] = 0;
+		geometry[i][3] = 0;
+	}
+
+	geometry[0][0] = (p_a[0] * xmax);
+	geometry[1][0] = (p_b[0] * xmax);
+	geometry[2][0] = (p_c[0] * xmax);
+	geometry[3][0] = (p_d[0] * xmax);
+
+	geometry[0][1] = (p_a[1] * ymax);
+	geometry[1][1] = (p_b[1] * ymax);
+	geometry[2][1] = (p_c[1] * ymax);
+	geometry[3][1] = (p_d[1] * ymax);
+
+	/* subdivide the curve ntimes (1000) times */
+	ntimes = 4 * xmax;
+	/* ntimes can be adjusted to give a finer or coarser curve */
+	d = 1.0 / ntimes;
+	d2 = d * d;
+	d3 = d * d * d;
+
+	/* construct a temporary matrix for determining the forward differencing deltas */
+	tmp2[0][0] = 0;     tmp2[0][1] = 0;     tmp2[0][2] = 0;    tmp2[0][3] = 1;
+	tmp2[1][0] = d3;    tmp2[1][1] = d2;    tmp2[1][2] = d;    tmp2[1][3] = 0;
+	tmp2[2][0] = 6*d3;  tmp2[2][1] = 2*d2;  tmp2[2][2] = 0;    tmp2[2][3] = 0;
+	tmp2[3][0] = 6*d3;  tmp2[3][1] = 0;     tmp2[3][2] = 0;    tmp2[3][3] = 0;
+
+	/* compose the basis and geometry matrices */
+
+	static const float CR_basis[4][4] =
+	{
+	  { -0.5,  1.5, -1.5,  0.5 },
+	  {  1.0, -2.5,  2.0, -0.5 },
+	  { -0.5,  0.0,  0.5,  0.0 },
+	  {  0.0,  1.0,  0.0,  0.0 },
+	};
+
+	for (i = 0; i < 4; i++)
+	    {
+	      for (j = 0; j < 4; j++)
+		{
+		  tmp1[i][j] = (CR_basis[i][0] * geometry[0][j] +
+			      CR_basis[i][1] * geometry[1][j] +
+			      CR_basis[i][2] * geometry[2][j] +
+			      CR_basis[i][3] * geometry[3][j]);
+		}
+	    }
+	/* compose the above results to get the deltas matrix */
+
+	for (i = 0; i < 4; i++)
+	    {
+	      for (j = 0; j < 4; j++)
+		{
+		  deltas[i][j] = (tmp2[i][0] * tmp1[0][j] +
+			      tmp2[i][1] * tmp1[1][j] +
+			      tmp2[i][2] * tmp1[2][j] +
+			      tmp2[i][3] * tmp1[3][j]);
+		}
+	    }
+
+
+	/* extract the x deltas */
+	x = deltas[0][0];
+	dx = deltas[1][0];
+	dx2 = deltas[2][0];
+	dx3 = deltas[3][0];
+
+	/* extract the y deltas */
+	y = deltas[0][1];
+	dy = deltas[1][1];
+	dy2 = deltas[2][1];
+	dy3 = deltas[3][1];
+
+
+	lastx = CLAMP (x, 0, xmax);
+	lasty = CLAMP (y, 0, ymax);
+
+	p_heights[lastx] = lasty;
+	p_useds[lastx] = true;
+
+	/* loop over the curve */
+	for (i = 0; i < ntimes; i++)
+	{
+		/* increment the x values */
+		x += dx;
+		dx += dx2;
+		dx2 += dx3;
+
+		/* increment the y values */
+		y += dy;
+		dy += dy2;
+		dy2 += dy3;
+
+		newx = CLAMP ((Math::round (x)), 0, xmax);
+		newy = CLAMP ((Math::round (y)), 0, ymax);
+
+		/* if this point is different than the last one...then draw it */
+		if ((lastx != newx) || (lasty != newy))
+		{
+			p_useds[newx]=true;
+			p_heights[newx]=newy;
+		}
+
+		lastx = newx;
+		lasty = newy;
+	}
+}
+
+
 void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code) {
 
 
@@ -1730,7 +1973,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
 			code+=OUTNAME(p_node->id,0)+"=TIME;\n";
 		}break;
 		case NODE_SCREEN_TEX: {
-			code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+");\n";
+			code+=OUTNAME(p_node->id,0)+"=texscreen("+p_inputs[0]+".xy);\n";
 		}break;
 		case NODE_SCALAR_OP: {
 			int op = p_node->param1;
@@ -1987,6 +2230,129 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
 		case NODE_VEC_INTERP: {
 			code += OUTNAME(p_node->id,0)+"=mix("+p_inputs[0]+","+p_inputs[1]+","+p_inputs[2]+");\n";
 
+		}break;
+		case NODE_COLOR_RAMP: {
+
+			static const int color_ramp_len=512;
+			DVector<uint8_t> cramp;
+			cramp.resize(color_ramp_len*4);
+			{
+
+				DVector<Color> colors=p_node->param1;
+				DVector<real_t> offsets=p_node->param2;
+				int cc =colors.size();
+				DVector<uint8_t>::Write crw = cramp.write();
+				DVector<Color>::Read cr = colors.read();
+				DVector<real_t>::Read ofr = offsets.read();
+
+				int at=0;
+				Color color_at(0,0,0,1);
+				for(int i=0;i<=cc;i++) {
+
+					int pos;
+					Color to;
+					if (i==cc) {
+						if (at==color_ramp_len)
+							break;
+						pos=color_ramp_len;
+						to=Color(1,1,1,1);
+					} else {
+						to=cr[i];
+						pos= MIN(ofr[i]*color_ramp_len,color_ramp_len);
+					}
+					for(int j=at;j<pos;j++) {
+						float t = (j-at)/float(pos-at);
+						Color c = color_at.linear_interpolate(to,t);
+						crw[j*4+0]=Math::fast_ftoi( CLAMP(c.r*255.0,0,255) );
+						crw[j*4+1]=Math::fast_ftoi( CLAMP(c.g*255.0,0,255) );
+						crw[j*4+2]=Math::fast_ftoi( CLAMP(c.b*255.0,0,255) );
+						crw[j*4+3]=Math::fast_ftoi( CLAMP(c.a*255.0,0,255) );
+					}
+
+					at=pos;
+					color_at=to;
+				}
+			}
+
+			Image gradient(color_ramp_len,1,0,Image::FORMAT_RGBA,cramp);
+			Ref<ImageTexture> it = memnew( ImageTexture );
+			it->create_from_image(gradient,Texture::FLAG_FILTER|Texture::FLAG_MIPMAPS);
+
+			String crampname= "cramp_"+itos(p_node->id);
+			set_default_texture_param(crampname,it);
+
+			code +="uniform texture "+crampname+";\n";
+			code +="vec4 "+crampname+"_r=tex("+crampname+",vec2("+p_inputs[0]+",0));\n";
+			code += OUTNAME(p_node->id,0)+"="+crampname+"_r.rgb;\n";
+			code += OUTNAME(p_node->id,1)+"="+crampname+"_r.a;\n";
+
+		}break;
+		case NODE_CURVE_MAP: {
+			static const int curve_map_len=256;
+			bool mapped[256];
+			zeromem(mapped,sizeof(mapped));
+			DVector<uint8_t> cmap;
+			cmap.resize(curve_map_len);
+			{
+
+				DVector<Point2> points=p_node->param1;
+				int pc =points.size();
+				DVector<uint8_t>::Write cmw = cmap.write();
+				DVector<Point2>::Read pr = points.read();
+
+				Vector2 prev=Vector2(0,0);
+				Vector2 prev2=Vector2(0,0);
+
+				for(int i=-1;i<pc;i++) {
+
+					Vector2 next;
+					Vector2 next2;
+					if (i+1>=pc) {
+						next=Vector2(1,1);
+					} else {
+						next=Vector2(pr[i+1].x,pr[i+1].y);
+					}
+
+					if (i+2>=pc) {
+						next2=Vector2(1,1);
+					} else {
+						next2=Vector2(pr[i+2].x,pr[i+2].y);
+					}
+
+					/*if (i==-1 && prev.offset==next.offset) {
+						prev=next;
+						continue;
+					}*/
+
+					_plot_curve(prev2,prev,next,next2,cmw.ptr(),mapped);
+
+					prev2=prev;
+					prev=next;
+				}
+
+				uint8_t pp=0;
+				for(int i=0;i<curve_map_len;i++) {
+
+					if (!mapped[i]) {
+						cmw[i]=pp;
+					} else {
+						pp=cmw[i];
+					}
+				}
+			}
+
+
+
+			Image gradient(curve_map_len,1,0,Image::FORMAT_GRAYSCALE,cmap);
+			Ref<ImageTexture> it = memnew( ImageTexture );
+			it->create_from_image(gradient,Texture::FLAG_FILTER|Texture::FLAG_MIPMAPS);
+
+			String cmapname= "cmap_"+itos(p_node->id);
+			set_default_texture_param(cmapname,it);
+
+			code +="uniform texture "+cmapname+";\n";
+			code += OUTNAME(p_node->id,0)+"=tex("+cmapname+",vec2("+p_inputs[0]+",0)).r;\n";
+
 		}break;
 		case NODE_SCALAR_INPUT: {
 			String name = p_node->param1;
@@ -2043,6 +2409,22 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
 			code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
 			code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
 		}break;
+		case NODE_DEFAULT_TEXTURE: {
+
+			if (get_mode()==MODE_CANVAS_ITEM && p_type==SHADER_TYPE_FRAGMENT) {
+
+				String rname="rt_default_tex"+itos(p_node->id);
+				code +="vec4 "+rname+"=tex(TEXTURE,"+p_inputs[0]+".xy);\n";
+				code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
+				code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
+
+			} else {
+				//not supported
+				code += OUTNAME(p_node->id,0)+"=vec3(0,0,0);\n";
+				code += OUTNAME(p_node->id,1)+"=1.0;\n";
+
+			}
+		} break;
 		case NODE_OUTPUT: {
 
 

Alguns ficheiros não foram mostrados porque muitos ficheiros mudaram neste diff