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Merge remote-tracking branch 'upstream/master' into x11-window-management

Conflicts:
	platform/x11/detect.py
hurikhan 10 年之前
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8a30feebbe

+ 9 - 2
core/object_type_db.cpp

@@ -847,8 +847,15 @@ void ObjectTypeDB::set_type_enabled(StringName p_type,bool p_enable) {
 
 bool ObjectTypeDB::is_type_enabled(StringName p_type) {
 
-	ERR_FAIL_COND_V(!types.has(p_type),false);
-	return !types[p_type].disabled;
+	TypeInfo *ti=types.getptr(p_type);
+	if (!ti || !ti->creation_func) {
+		if (compat_types.has(p_type)) {
+			ti=types.getptr(compat_types[p_type]);
+		}
+	}
+
+	ERR_FAIL_COND_V(!ti,false);
+	return !ti->disabled;
 }
 
 StringName ObjectTypeDB::get_category(const StringName& p_node) {

二进制
demos/2d/kinematic_char/colworld.scn


+ 3 - 2
demos/2d/kinematic_char/player.gd

@@ -15,6 +15,7 @@ const GRAVITY = 500.0
 #consider "floor".
 const FLOOR_ANGLE_TOLERANCE = 40
 const WALK_FORCE = 600
+const WALK_MIN_SPEED=10
 const WALK_MAX_SPEED = 200
 const STOP_FORCE = 1300
 const JUMP_SPEED = 200
@@ -40,12 +41,12 @@ func _fixed_process(delta):
 	var stop=true
 	
 	if (walk_left):
-		if (velocity.x<=0 and velocity.x > -WALK_MAX_SPEED):
+		if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
 			force.x-=WALK_FORCE			
 			stop=false
 		
 	elif (walk_right):
-		if (velocity.x>=0 and velocity.x < WALK_MAX_SPEED):
+		if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
 			force.x+=WALK_FORCE
 			stop=false
 	

二进制
demos/2d/kinematic_char/player.scn


文件差异内容过多而无法显示
+ 35 - 17
demos/2d/platformer/stage.xml


+ 23 - 0
drivers/gles2/rasterizer_gles2.cpp

@@ -5141,6 +5141,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
 
 		if (p_material->shader_cache->has_texscreen && framebuffer.active) {
 			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
 			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
 			glActiveTexture(GL_TEXTURE0+texcoord);
 			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
@@ -8387,12 +8388,33 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
 
 
 				if (shader->has_texscreen && framebuffer.active) {
+
+					int x = viewport.x;
+					int y = window_size.height-(viewport.height+viewport.y);
+
 					canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+					canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
 					canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,tex_id);
 					glActiveTexture(GL_TEXTURE0+tex_id);
 					glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+					if (framebuffer.scale==1 && !canvas_texscreen_used) {
+#ifdef GLEW_ENABLED
+						glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+						glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+						if (current_clip) {
+							print_line(" a clip ");
+						}
+
+						canvas_texscreen_used=true;
+					}
+					tex_id++;
 
 				}
+
+				if (tex_id>1) {
+					glActiveTexture(GL_TEXTURE0);
+				}
 				if (shader->has_screen_uv) {
 					canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
 				}
@@ -8412,6 +8434,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
 
 			}
 
+
 			canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
 			canvas_last_shader=shader_owner->shader;
 		}

+ 2 - 1
drivers/gles2/shader_compiler_gles2.cpp

@@ -404,7 +404,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 					} else if (callfunc=="texscreen") {
 						//create the call to sample the screen, and clamp it
 						uses_texscreen=true;
-						code="(texture2D( texscreen_tex, min(("+dump_node_code(onode->arguments[1],p_level)+").xy*texscreen_screen_mult,texscreen_screen_mult))).rgb";
+						code="(texture2D( texscreen_tex, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy*texscreen_screen_mult,texscreen_screen_clamp.xy,texscreen_screen_clamp.zw))).rgb";
 						//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
 						break;
 					} else if (callfunc=="texpos") {
@@ -690,6 +690,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	replace_table["cross" ]="cross";
 	replace_table["normalize"]= "normalize";
 	replace_table["reflect"]= "reflect";
+	replace_table["refract"]= "refract";
 	replace_table["tex"]= "tex";
 	replace_table["texa"]= "texa";
 	replace_table["tex2"]= "tex2";

+ 1 - 0
drivers/gles2/shaders/canvas.glsl

@@ -100,6 +100,7 @@ uniform vec2 screen_uv_mult;
 #if defined(ENABLE_TEXSCREEN)
 
 uniform vec2 texscreen_screen_mult;
+uniform vec4 texscreen_screen_clamp;
 uniform sampler2D texscreen_tex;
 
 #endif

+ 1 - 0
drivers/gles2/shaders/material.glsl

@@ -779,6 +779,7 @@ uniform highp mat4 camera_inverse_transform;
 #if defined(ENABLE_TEXSCREEN)
 
 uniform vec2 texscreen_screen_mult;
+uniform vec4 texscreen_screen_clamp;
 uniform sampler2D texscreen_tex;
 
 #endif

+ 1 - 1
modules/gdscript/gd_editor.cpp

@@ -1661,7 +1661,7 @@ Error GDScriptLanguage::complete_code(const String& p_code, const String& p_base
 	//print_line( p_code.replace(String::chr(0xFFFF),"<cursor>"));
 
 	GDParser p;
-	Error err = p.parse(p_code,p_base_path);
+	Error err = p.parse(p_code,p_base_path,true);
 	bool isfunction=false;
 	Set<String> options;
 

+ 1 - 0
platform/android/java_glue.cpp

@@ -205,6 +205,7 @@ Variant _jobject_to_variant(JNIEnv * env, jobject obj) {
 	String name = _get_class_name(env, c, &array);
 	//print_line("name is " + name + ", array "+Variant(array));
 
+	print_line("ARGNAME: "+name);
 	if (name == "java.lang.String") {
 
 		return String::utf8(env->GetStringUTFChars( (jstring)obj, NULL ));

+ 8 - 6
platform/x11/detect.py

@@ -52,6 +52,7 @@ def get_opts():
 	return [
 	('use_llvm','Use llvm compiler','no'),
 	('use_sanitizer','Use llvm compiler sanitize address','no'),
+	('pulseaudio','Detect & Use pulseaudio','yes'),
 	('experimental_wm_api', 'Use experimental window management API','no'),
 	]
   
@@ -121,12 +122,13 @@ def configure(env):
 	env.Append(CPPFLAGS=['-DOPENGL_ENABLED','-DGLEW_ENABLED'])
 	env.Append(CPPFLAGS=["-DALSA_ENABLED"])
 
-        if not os.system("pkg-config --exists libpulse-simple"):
-            print("Enabling PulseAudio")
-            env.Append(CPPFLAGS=["-DPULSEAUDIO_ENABLED"])
-            env.ParseConfig('pkg-config --cflags --libs libpulse-simple')
-        else:
-            print("PulseAudio development libraries not found, disabling driver")
+	if (env["pulseaudio"]=="yes"):
+		if not os.system("pkg-config --exists libpulse-simple"):
+			print("Enabling PulseAudio")
+			env.Append(CPPFLAGS=["-DPULSEAUDIO_ENABLED"])
+			env.ParseConfig('pkg-config --cflags --libs libpulse-simple')
+		else:
+			print("PulseAudio development libraries not found, disabling driver")
 
 	env.Append(CPPFLAGS=['-DX11_ENABLED','-DUNIX_ENABLED','-DGLES2_ENABLED','-DGLES_OVER_GL'])
 	env.Append(LIBS=['GL', 'GLU', 'pthread','asound','z']) #TODO detect linux/BSD!

+ 23 - 5
scene/2d/node_2d.cpp

@@ -291,13 +291,27 @@ void Node2D::set_global_transform(const Matrix32& p_transform) {
 
 void Node2D::set_z(int p_z) {
 
-	ERR_FAIL_COND(p_z<-VS::CANVAS_ITEM_Z_DEFAULT);
-	ERR_FAIL_COND(p_z>=VS::CANVAS_ITEM_Z_DEFAULT);
+	ERR_FAIL_COND(p_z<VS::CANVAS_ITEM_Z_MIN);
+	ERR_FAIL_COND(p_z>VS::CANVAS_ITEM_Z_MAX);
 	z=p_z;
-	VS::get_singleton()->canvas_item_set_z(get_canvas_item(),z+VS::CANVAS_ITEM_Z_DEFAULT);
+	VS::get_singleton()->canvas_item_set_z(get_canvas_item(),z);
 
 }
 
+void Node2D::set_z_as_relative(bool p_enabled) {
+
+	if (z_relative==p_enabled)
+		return;
+	z_relative=p_enabled;
+	VS::get_singleton()->canvas_item_set_z_as_relative_to_parent(get_canvas_item(),p_enabled);
+}
+
+bool Node2D::is_z_relative() const {
+
+	return z_relative;
+}
+
+
 int Node2D::get_z() const{
 
 	return z;
@@ -332,13 +346,16 @@ void Node2D::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_z","z"),&Node2D::set_z);
 	ObjectTypeDB::bind_method(_MD("get_z"),&Node2D::get_z);
 
+	ObjectTypeDB::bind_method(_MD("set_z_as_relative","enable"),&Node2D::set_z_as_relative);
+	ObjectTypeDB::bind_method(_MD("is_z_relative"),&Node2D::is_z_relative);
+
 	ObjectTypeDB::bind_method(_MD("edit_set_pivot"),&Node2D::edit_set_pivot);
 
 	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"));
-	ADD_PROPERTY(PropertyInfo(Variant::INT,"visibility/z",PROPERTY_HINT_RANGE,"-512,511,1"),_SCS("set_z"),_SCS("get_z"));
-
+	ADD_PROPERTY(PropertyInfo(Variant::INT,"z/z",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z"),_SCS("get_z"));
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL,"z/relative"),_SCS("set_z_as_relative"),_SCS("is_z_relative"));
 
 
 }
@@ -351,6 +368,7 @@ Node2D::Node2D() {
 	scale=Vector2(1,1);
 	_xform_dirty=false;
 	z=0;
+	z_relative=true;
 
 }
 

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

@@ -39,6 +39,7 @@ class Node2D : public CanvasItem {
 	float angle;
 	Size2 scale;
 	int z;
+	bool z_relative;
 
 	Matrix32 _mat;
 
@@ -89,6 +90,8 @@ public:
 	void set_z(int p_z);
 	int get_z() const;
 
+	void set_z_as_relative(bool p_enabled);
+	bool is_z_relative() const;
 
 	Matrix32 get_transform() const;
 

+ 36 - 1
scene/2d/physics_body_2d.cpp

@@ -43,13 +43,44 @@ void PhysicsBody2D::_notification(int p_what) {
 	*/
 }
 
+void PhysicsBody2D::set_one_way_collision_direction(const Vector2& p_dir) {
+
+	one_way_collision_direction=p_dir;
+	Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(),p_dir);
+}
+
+Vector2 PhysicsBody2D::get_one_way_collision_direction() const{
+
+	return one_way_collision_direction;
+}
+
+
+void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
+
+	one_way_collision_max_depth=p_depth;
+	Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth);
+
+}
+
+float PhysicsBody2D::get_one_way_collision_max_depth() const{
+
+	return one_way_collision_max_depth;
+}
+
+
 void PhysicsBody2D::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask);
 	ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask);
+	ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
+	ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
+	ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
+	ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
 	ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
 	ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
+	ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
+	ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth"));
 }
 
 void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
@@ -66,6 +97,7 @@ uint32_t PhysicsBody2D::get_layer_mask() const {
 PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
 
 	mask=1;
+	set_one_way_collision_max_depth(0);
 
 }
 
@@ -932,7 +964,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
 
 			//if (d<margin)
 			///	continue;
-			recover_motion+=(b-a)*0.2;
+			recover_motion+=(b-a)*0.4;
 		}
 
 		if (recover_motion==Vector2()) {
@@ -963,6 +995,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
 		bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
 		//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
 		if (!valid) {
+
 			safe=0;
 			unsafe=0;
 			best_shape=i; //sadly it's the best
@@ -994,9 +1027,11 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
 		bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
 		if (!c2) {
 			//should not happen, but floating point precision is so weird..
+
 			colliding=false;
 		} else {
 
+
 			//print_line("Travel: "+rtos(travel));
 			colliding=true;
 			collision=rest_info.point;

+ 8 - 0
scene/2d/physics_body_2d.h

@@ -39,6 +39,8 @@ class PhysicsBody2D : public CollisionObject2D {
 	OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
 
 	uint32_t mask;
+	Vector2 one_way_collision_direction;
+	float one_way_collision_max_depth;
 protected:
 
 	void _notification(int p_what);
@@ -53,6 +55,12 @@ public:
 	void add_collision_exception_with(Node* p_node); //must be physicsbody
 	void remove_collision_exception_with(Node* p_node);
 
+	void set_one_way_collision_direction(const Vector2& p_dir);
+	Vector2 get_one_way_collision_direction() const;
+
+	void set_one_way_collision_max_depth(float p_dir);
+	float get_one_way_collision_max_depth() const;
+
 	PhysicsBody2D();
 
 };

+ 1 - 0
scene/3d/physics_body.cpp

@@ -92,6 +92,7 @@ void PhysicsBody::remove_collision_exception_with(Node* p_node) {
 	PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid());
 }
 
+
 void PhysicsBody::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody::set_layer_mask);
 	ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody::get_layer_mask);

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

@@ -56,6 +56,8 @@ public:
 	void add_collision_exception_with(Node* p_node); //must be physicsbody
 	void remove_collision_exception_with(Node* p_node);
 
+
+
 	PhysicsBody();
 
 };

+ 1 - 1
scene/gui/text_edit.cpp

@@ -298,7 +298,7 @@ void TextEdit::_update_scrollbars() {
 	
 	int hscroll_rows = ((hmin.height-1)/get_row_height())+1;
 	int visible_rows = get_visible_rows();
-	int total_rows = text.size() * cache.line_spacing;
+	int total_rows = text.size();
 	
 	int vscroll_pixels = v_scroll->get_combined_minimum_size().width;
 	int visible_width = size.width - cache.style_normal->get_minimum_size().width;

+ 1 - 1
scene/register_scene_types.cpp

@@ -272,7 +272,7 @@ void register_scene_types() {
 
 	ObjectTypeDB::register_type<Control>();
 //	ObjectTypeDB::register_type<EmptyControl>();
-	ObjectTypeDB::add_compatibility_type("EmptyControl","control");
+	ObjectTypeDB::add_compatibility_type("EmptyControl","Control");
 	ObjectTypeDB::register_type<Button>();
 	ObjectTypeDB::register_type<Label>();
 	ObjectTypeDB::register_type<HScrollBar>();

+ 1 - 0
servers/physics_2d/body_2d_sw.cpp

@@ -647,6 +647,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
 	area_linear_damp=0;
 	contact_count=0;
 	gravity_scale=1.0;
+	one_way_collision_max_depth=0.1;
 
 	still_time=0;
 	continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;

+ 9 - 0
servers/physics_2d/body_2d_sw.h

@@ -67,6 +67,9 @@ class Body2DSW : public CollisionObject2DSW {
 	Vector2 applied_force;
 	real_t applied_torque;
 
+	Vector2 one_way_collision_direction;
+	float one_way_collision_max_depth;
+
 
 	SelfList<Body2DSW> active_list;
 	SelfList<Body2DSW> inertia_update_list;
@@ -216,6 +219,12 @@ public:
 	_FORCE_INLINE_ void set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode=p_mode; }
 	_FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
 
+	void set_one_way_collision_direction(const Vector2& p_dir) { one_way_collision_direction=p_dir; }
+	Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; }
+
+	void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; }
+	float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
+
 	void set_space(Space2DSW *p_space);
 
 	void update_inertias();

+ 46 - 0
servers/physics_2d/physics_2d_server_sw.cpp

@@ -138,6 +138,21 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p
 	if (cbk->max==0)
 		return;
 
+	if (cbk->valid_dir!=Vector2()) {
+		if (p_point_A.distance_squared_to(p_point_B)>cbk->valid_depth*cbk->valid_depth) {
+			return;
+		}
+		if (cbk->valid_dir.dot((p_point_A-p_point_B).normalized())<0.7071) {
+/*			print_line("A: "+p_point_A);
+			print_line("B: "+p_point_B);
+			print_line("discard too angled "+rtos(cbk->valid_dir.dot((p_point_A-p_point_B))));
+			print_line("resnorm: "+(p_point_A-p_point_B).normalized());
+			print_line("distance: "+rtos(p_point_A.distance_to(p_point_B)));
+*/
+			return;
+		}
+	}
+
 	if (cbk->amount == cbk->max) {
 		//find least deep
 		float min_depth=1e20;
@@ -860,6 +875,37 @@ int Physics2DServerSW::body_get_max_contacts_reported(RID p_body) const {
 	return body->get_max_contacts_reported();
 }
 
+void Physics2DServerSW::body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction) {
+
+	Body2DSW *body = body_owner.get(p_body);
+	ERR_FAIL_COND(!body);
+	body->set_one_way_collision_direction(p_direction);
+}
+
+Vector2 Physics2DServerSW::body_get_one_way_collision_direction(RID p_body) const{
+
+	Body2DSW *body = body_owner.get(p_body);
+	ERR_FAIL_COND_V(!body,Vector2());
+	return body->get_one_way_collision_direction();
+
+}
+
+void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_max_depth) {
+
+	Body2DSW *body = body_owner.get(p_body);
+	ERR_FAIL_COND(!body);
+	body->set_one_way_collision_max_depth(p_max_depth);
+
+}
+
+float Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const {
+
+	Body2DSW *body = body_owner.get(p_body);
+	ERR_FAIL_COND_V(!body,0);
+	return body->get_one_way_collision_max_depth();
+
+}
+
 void Physics2DServerSW::body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata) {
 
 

+ 9 - 0
servers/physics_2d/physics_2d_server_sw.h

@@ -71,6 +71,8 @@ public:
 
 	struct CollCbkData {
 
+		Vector2 valid_dir;
+		float valid_depth;
 		int max;
 		int amount;
 		Vector2 *ptr;
@@ -205,6 +207,13 @@ public:
 	virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
 	virtual int body_get_max_contacts_reported(RID p_body) const;
 
+	virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction);
+	virtual Vector2 body_get_one_way_collision_direction(RID p_body) const;
+
+	virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth);
+	virtual float body_get_one_way_collision_max_depth(RID p_body) const;
+
+
 	virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant());
 	virtual bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count);
 

+ 78 - 3
servers/physics_2d/space_2d_sw.cpp

@@ -98,7 +98,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
 		if (shape->intersect_segment(local_from,local_to,shape_point,shape_normal)) {
 
 
-			//print_line("inters sgment!");
+
 			Matrix32 xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
 			shape_point=xform.xform(shape_point);
 
@@ -217,6 +217,16 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
 		int shape_idx=space->intersection_query_subindex_results[i];
 
 
+		/*if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+			const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+			if (body->get_one_way_collision_direction()!=Vector2() && p_motion.dot(body->get_one_way_collision_direction())<=CMP_EPSILON) {
+				print_line("failed in motion dir");
+				continue;
+			}
+		}*/
+
+
 		Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
 		//test initial overlap, does it collide if going all the way?
 		if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) {
@@ -227,6 +237,14 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
 		//test initial overlap
 		if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) {
 
+			if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+				//if one way collision direction ignore initial overlap
+				const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+				if (body->get_one_way_collision_direction()!=Vector2()) {
+					continue;
+				}
+			}
+
 			return false;
 		}
 
@@ -253,6 +271,29 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
 			}
 		}
 
+		if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+			const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+			if (body->get_one_way_collision_direction()!=Vector2()) {
+
+				Vector2 cd[2];
+				Physics2DServerSW::CollCbkData cbk;
+				cbk.max=1;
+				cbk.amount=0;
+				cbk.ptr=cd;
+				cbk.valid_dir=body->get_one_way_collision_direction();
+				cbk.valid_depth=body->get_one_way_collision_max_depth();
+
+				Vector2 sep=mnormal; //important optimization for this to work fast enough
+				bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*(hi+space->contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,p_margin);
+				if (!collided || cbk.amount==0) {					
+					continue;
+				}
+
+			}
+		}
+
+
 		if (low<best_safe) {
 			best_safe=low;
 			best_unsafe=hi;
@@ -311,14 +352,23 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32& p_s
 
 		if (p_exclude.has( col_obj->get_self() ))
 			continue;
-
+		if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+			const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+			cbk.valid_dir=body->get_one_way_collision_direction();
+			cbk.valid_depth=body->get_one_way_collision_max_depth();
+		} else {
+			cbk.valid_dir=Vector2();
+			cbk.valid_depth=0;
+		}
 
 		if (CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) {
-			collided=true;
+			collided=p_result_max==0 || cbk.amount>0;
 		}
 
 	}
 
+
 	r_result_count=cbk.amount;
 
 	return collided;
@@ -334,6 +384,8 @@ struct _RestCallbackData2D {
 	Vector2 best_contact;
 	Vector2 best_normal;
 	float best_len;
+	Vector2 valid_dir;
+	float valid_depth;
 };
 
 static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
@@ -341,11 +393,23 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
 
 	_RestCallbackData2D *rd=(_RestCallbackData2D*)p_userdata;
 
+	if (rd->valid_dir!=Vector2()) {
+
+		if (rd->valid_dir!=Vector2()) {
+			if (p_point_A.distance_squared_to(p_point_B)>rd->valid_depth*rd->valid_depth)
+				return;
+			if (rd->valid_dir.dot((p_point_A-p_point_B).normalized())<Math_PI*0.25)
+				return;
+		}
+
+	}
+
 	Vector2 contact_rel = p_point_B - p_point_A;
 	float len = contact_rel.length();
 	if (len <= rd->best_len)
 		return;
 
+
 	rd->best_len=len;
 	rd->best_contact=p_point_B;
 	rd->best_normal=contact_rel/len;
@@ -385,6 +449,17 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape
 		if (p_exclude.has( col_obj->get_self() ))
 			continue;
 
+		if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+			const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+			rcd.valid_dir=body->get_one_way_collision_direction();
+			rcd.valid_depth=body->get_one_way_collision_max_depth();
+		} else {
+			rcd.valid_dir=Vector2();
+			rcd.valid_depth=0;
+		}
+
+
 		rcd.object=col_obj;
 		rcd.shape=shape_idx;
 		bool sc = CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin);

+ 7 - 0
servers/physics_2d_server.cpp

@@ -500,6 +500,13 @@ void Physics2DServer::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("body_set_max_contacts_reported","body","amount"),&Physics2DServer::body_set_max_contacts_reported);
 	ObjectTypeDB::bind_method(_MD("body_get_max_contacts_reported","body"),&Physics2DServer::body_get_max_contacts_reported);
 
+	ObjectTypeDB::bind_method(_MD("body_set_one_way_collision_direction","normal"),&Physics2DServer::body_set_one_way_collision_direction);
+	ObjectTypeDB::bind_method(_MD("body_get_one_way_collision_direction"),&Physics2DServer::body_get_one_way_collision_direction);
+
+	ObjectTypeDB::bind_method(_MD("body_set_one_way_collision_max_depth","normal"),&Physics2DServer::body_set_one_way_collision_max_depth);
+	ObjectTypeDB::bind_method(_MD("body_get_one_way_collision_max_depth"),&Physics2DServer::body_get_one_way_collision_max_depth);
+
+
 	ObjectTypeDB::bind_method(_MD("body_set_omit_force_integration","body","enable"),&Physics2DServer::body_set_omit_force_integration);
 	ObjectTypeDB::bind_method(_MD("body_is_omitting_force_integration","body"),&Physics2DServer::body_is_omitting_force_integration);
 

+ 6 - 0
servers/physics_2d_server.h

@@ -442,6 +442,12 @@ public:
 	virtual void body_set_max_contacts_reported(RID p_body, int p_contacts)=0;
 	virtual int body_get_max_contacts_reported(RID p_body) const=0;
 
+	virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction)=0;
+	virtual Vector2 body_get_one_way_collision_direction(RID p_body) const=0;
+
+	virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth)=0;
+	virtual float body_get_one_way_collision_max_depth(RID p_body) const=0;
+
 	//missing remove
 	virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold)=0;
 	virtual float body_get_contacts_reported_depth_treshold(RID p_body) const=0;

+ 1 - 0
servers/visual/shader_language.cpp

@@ -900,6 +900,7 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={
 	{"normalize",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}},
 	{"normalize",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}},
 	{"reflect",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
+	{"refract",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_FLOAT,TYPE_VOID}},
 	//intrinsics - texture
 	{"tex",TYPE_VEC4,{TYPE_TEXTURE,TYPE_VEC2,TYPE_VOID}},
 	{"texcube",TYPE_VEC4,{TYPE_CUBEMAP,TYPE_VEC3,TYPE_VOID}},

+ 77 - 28
servers/visual/visual_server_raster.cpp

@@ -3691,7 +3691,7 @@ void VisualServerRaster::canvas_item_add_set_blend_mode(RID p_item, MaterialBlen
 
 void VisualServerRaster::canvas_item_set_z(RID p_item, int p_z) {
 
-	ERR_FAIL_COND(p_z<0 || p_z>=CANVAS_ITEM_Z_MAX);
+	ERR_FAIL_COND(p_z<CANVAS_ITEM_Z_MIN || p_z>CANVAS_ITEM_Z_MAX);
 	VS_CHANGED;
 	CanvasItem *canvas_item = canvas_item_owner.get( p_item );
 	ERR_FAIL_COND(!canvas_item);
@@ -3699,6 +3699,15 @@ void VisualServerRaster::canvas_item_set_z(RID p_item, int p_z) {
 
 }
 
+void VisualServerRaster::canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) {
+
+	VS_CHANGED;
+	CanvasItem *canvas_item = canvas_item_owner.get( p_item );
+	ERR_FAIL_COND(!canvas_item);
+	canvas_item->z_relative=p_enable;
+
+}
+
 void VisualServerRaster::canvas_item_set_use_parent_shader(RID p_item, bool p_enable) {
 
 	VS_CHANGED;
@@ -6139,18 +6148,20 @@ void VisualServerRaster::_render_camera(Viewport *p_viewport,Camera *p_camera, S
 
 void VisualServerRaster::_render_canvas_item_tree(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect) {
 
-	Rasterizer::CanvasItem *z_list[CANVAS_ITEM_Z_MAX];
-	Rasterizer::CanvasItem *z_last_list[CANVAS_ITEM_Z_MAX];
 
-	for(int i=0;i<CANVAS_ITEM_Z_MAX;i++) {
+	static const int z_range = CANVAS_ITEM_Z_MAX-CANVAS_ITEM_Z_MIN+1;
+	Rasterizer::CanvasItem *z_list[z_range];
+	Rasterizer::CanvasItem *z_last_list[z_range];
+
+	for(int i=0;i<z_range;i++) {
 		z_list[i]=NULL;
 		z_last_list[i]=NULL;
 	}
 
 
-	_render_canvas_item(p_canvas_item,p_transform,p_clip_rect,1.0,z_list,z_last_list,NULL,NULL);
+	_render_canvas_item(p_canvas_item,p_transform,p_clip_rect,1.0,0,z_list,z_last_list,NULL,NULL);
 
-	for(int i=0;i<CANVAS_ITEM_Z_MAX;i++) {
+	for(int i=0;i<z_range;i++) {
 		if (!z_list[i])
 			continue;
 		rasterizer->canvas_render_items(z_list[i]);
@@ -6168,7 +6179,7 @@ void VisualServerRaster::_render_canvas_item_viewport(VisualServer* p_self,void
 
 }
 
-void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect, float p_opacity,Rasterizer::CanvasItem **z_list,Rasterizer::CanvasItem **z_last_list,CanvasItem *p_canvas_clip,CanvasItem *p_shader_owner) {
+void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect, float p_opacity,int p_z,Rasterizer::CanvasItem **z_list,Rasterizer::CanvasItem **z_last_list,CanvasItem *p_canvas_clip,CanvasItem *p_shader_owner) {
 
 	CanvasItem *ci = p_canvas_item;
 
@@ -6247,7 +6258,7 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
 
 		if (child_items[i]->ontop)
 			continue;
-		_render_canvas_item(child_items[i],xform,p_clip_rect,opacity,z_list,z_last_list,(CanvasItem*)ci->final_clip_owner,p_shader_owner);
+		_render_canvas_item(child_items[i],xform,p_clip_rect,opacity,p_z,z_list,z_last_list,(CanvasItem*)ci->final_clip_owner,p_shader_owner);
 	}
 
 
@@ -6256,13 +6267,20 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
 		ci->final_transform=xform;
 		ci->final_opacity=opacity * ci->self_opacity;
 
-		if (z_last_list[ci->z]) {
-			z_last_list[ci->z]->next=ci;
-			z_last_list[ci->z]=ci;
+		if (ci->z_relative)
+			p_z=CLAMP(p_z+ci->z,CANVAS_ITEM_Z_MIN,CANVAS_ITEM_Z_MAX);
+		else
+			p_z=ci->z;
+
+		int zidx = p_z-CANVAS_ITEM_Z_MIN;
+
+		if (z_last_list[zidx]) {
+			z_last_list[zidx]->next=ci;
+			z_last_list[zidx]=ci;
 
 		} else {
-			z_list[ci->z]=ci;
-			z_last_list[ci->z]=ci;
+			z_list[zidx]=ci;
+			z_last_list[zidx]=ci;
 		}
 
 		ci->next=NULL;
@@ -6273,7 +6291,7 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
 
 		if (!child_items[i]->ontop)
 			continue;
-		_render_canvas_item(child_items[i],xform,p_clip_rect,opacity,z_list,z_last_list,(CanvasItem*)ci->final_clip_owner,p_shader_owner);
+		_render_canvas_item(child_items[i],xform,p_clip_rect,opacity,p_z,z_list,z_last_list,(CanvasItem*)ci->final_clip_owner,p_shader_owner);
 	}
 
 }
@@ -6282,31 +6300,62 @@ void VisualServerRaster::_render_canvas(Canvas *p_canvas,const Matrix32 &p_trans
 
 	rasterizer->canvas_begin();
 
-
 	int l = p_canvas->child_items.size();
+	Canvas::ChildItem *ci=p_canvas->child_items.ptr();
 
+	bool has_mirror=false;
 	for(int i=0;i<l;i++) {
+		if (ci[i].mirror.x || ci[i].mirror.y) {
+			has_mirror=true;
+			break;
+		}
+	}
 
-		Canvas::ChildItem& ci=p_canvas->child_items[i];
-		_render_canvas_item_tree(ci.item,p_transform,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height));
+	Rect2 clip_rect(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height);
+	if (!has_mirror) {
 
-		//mirroring (useful for scrolling backgrounds)
-		if (ci.mirror.x!=0) {
+		static const int z_range = CANVAS_ITEM_Z_MAX-CANVAS_ITEM_Z_MIN+1;
+		Rasterizer::CanvasItem *z_list[z_range];
+		Rasterizer::CanvasItem *z_last_list[z_range];
 
-			Matrix32 xform2 = p_transform * Matrix32(0,Vector2(ci.mirror.x,0));
-			_render_canvas_item_tree(ci.item,xform2,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height));
+		for(int i=0;i<z_range;i++) {
+			z_list[i]=NULL;
+			z_last_list[i]=NULL;
 		}
-		if (ci.mirror.y!=0) {
-
-			Matrix32 xform2 = p_transform * Matrix32(0,Vector2(0,ci.mirror.y));
-			_render_canvas_item_tree(ci.item,xform2,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height));
+		for(int i=0;i<l;i++) {
+			_render_canvas_item(ci[i].item,p_transform,clip_rect,1.0,0,z_list,z_last_list,NULL,NULL);
 		}
-		if (ci.mirror.y!=0 && ci.mirror.x!=0) {
 
-			Matrix32 xform2 = p_transform * Matrix32(0,ci.mirror);
-			_render_canvas_item_tree(ci.item,xform2,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height));
+		for(int i=0;i<z_range;i++) {
+			if (!z_list[i])
+				continue;
+			rasterizer->canvas_render_items(z_list[i]);
 		}
+	} else {
+
+		for(int i=0;i<l;i++) {
+
+			Canvas::ChildItem& ci=p_canvas->child_items[i];
+			_render_canvas_item_tree(ci.item,p_transform,clip_rect);
+
+			//mirroring (useful for scrolling backgrounds)
+			if (ci.mirror.x!=0) {
 
+				Matrix32 xform2 = p_transform * Matrix32(0,Vector2(ci.mirror.x,0));
+				_render_canvas_item_tree(ci.item,xform2,clip_rect);
+			}
+			if (ci.mirror.y!=0) {
+
+				Matrix32 xform2 = p_transform * Matrix32(0,Vector2(0,ci.mirror.y));
+				_render_canvas_item_tree(ci.item,xform2,clip_rect);
+			}
+			if (ci.mirror.y!=0 && ci.mirror.x!=0) {
+
+				Matrix32 xform2 = p_transform * Matrix32(0,ci.mirror);
+				_render_canvas_item_tree(ci.item,xform2,clip_rect);
+			}
+
+		}
 	}
 
 }

+ 5 - 2
servers/visual/visual_server_raster.h

@@ -380,6 +380,7 @@ class VisualServerRaster : public VisualServer {
 		List<CanvasItem*>::Element *E;
 		RID viewport;
 		int z;
+		bool z_relative;
 		bool sort_y;
 		float opacity;
 		float self_opacity;
@@ -391,11 +392,12 @@ class VisualServerRaster : public VisualServer {
 
 		CanvasItem() {
 			E=NULL;
-			z=CANVAS_ITEM_Z_MAX/2;
+			z=0;
 			opacity=1;
 			self_opacity=1;
 			sort_y=false;
 			use_parent_shader=false;
+			z_relative=true;
 		}
 	};
 
@@ -600,7 +602,7 @@ class VisualServerRaster : public VisualServer {
 	void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
 	static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
 	void _render_canvas_item_tree(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect);
-	void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect,float p_opacity,Rasterizer::CanvasItem **z_list,Rasterizer::CanvasItem **z_last_list,CanvasItem *p_canvas_clip,CanvasItem *p_shader_owner);
+	void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect, float p_opacity,int p_z,Rasterizer::CanvasItem **z_list,Rasterizer::CanvasItem **z_last_list,CanvasItem *p_canvas_clip,CanvasItem *p_shader_owner);
 	void _render_canvas(Canvas *p_canvas,const Matrix32 &p_transform);
 	Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
 	Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
@@ -1112,6 +1114,7 @@ public:
 	virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
 	virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
 	virtual void canvas_item_set_z(RID p_item, int p_z);
+	virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
 
 	virtual void canvas_item_set_shader(RID p_item, RID p_shader);
 	virtual RID canvas_item_get_shader(RID p_item) const;

+ 1 - 0
servers/visual/visual_server_wrap_mt.h

@@ -1132,6 +1132,7 @@ public:
 
 	FUNC2(canvas_item_set_sort_children_by_y,RID,bool);
 	FUNC2(canvas_item_set_z,RID,int);
+	FUNC2(canvas_item_set_z_as_relative_to_parent,RID,bool);
 
 	FUNC2(canvas_item_set_shader,RID, RID );
 	FUNC1RC(RID,canvas_item_get_shader,RID );

+ 4 - 2
servers/visual_server.h

@@ -86,8 +86,9 @@ public:
 		ARRAY_WEIGHTS_SIZE=4,
 		MAX_PARTICLE_COLOR_PHASES=4,
 		MAX_PARTICLE_ATTRACTORS=4,
-		CANVAS_ITEM_Z_MAX=1024,
-		CANVAS_ITEM_Z_DEFAULT=512,
+		CANVAS_ITEM_Z_MIN=-4096,
+		CANVAS_ITEM_Z_MAX=4096,
+
 
 
 		MAX_CURSORS = 8,
@@ -985,6 +986,7 @@ public:
 	virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore)=0;
 	virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable)=0;
 	virtual void canvas_item_set_z(RID p_item, int p_z)=0;
+	virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable)=0;
 
 	virtual void canvas_item_clear(RID p_item)=0;
 	virtual void canvas_item_raise(RID p_item)=0;

+ 5 - 1
tools/editor/io_plugins/editor_texture_import_plugin.cpp

@@ -411,7 +411,11 @@ void EditorTextureImportDialog::popup_import(const String& p_from) {
 		Ref<ResourceImportMetadata> rimd = ResourceLoader::load_import_metadata(p_from);
 		ERR_FAIL_COND(!rimd.is_valid());
 
-		save_path->set_text(p_from.get_base_dir());
+		if (plugin->get_mode()==EditorTextureImportPlugin::MODE_ATLAS)
+			save_path->set_text(p_from);
+		else
+			save_path->set_text(p_from.get_base_dir());
+
 		texture_options->set_format(EditorTextureImportPlugin::ImageFormat(int(rimd->get_option("format"))));
 		texture_options->set_flags(rimd->get_option("flags"));
 		texture_options->set_quality(rimd->get_option("quality"));

+ 1 - 0
tools/editor/io_plugins/editor_texture_import_plugin.h

@@ -98,6 +98,7 @@ public:
 		IMAGE_FLAG_USE_ANISOTROPY=1024, //convert image to linear
 	};
 
+	Mode get_mode() const { return mode; }
 	virtual String get_name() const;
 	virtual String get_visible_name() const;
 	virtual void import_dialog(const String& p_from="");

部分文件因为文件数量过多而无法显示