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| author | Juan Linietsky | 2014-12-07 02:04:20 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2014-12-07 02:04:20 -0300 |
| commit | c79be979d47daae613d1b1bbc732a30a74f56543 (patch) | |
| tree | 9edaf684a8d3ff47b124d03e04c01f927c197255 /scene/3d/visual_instance.cpp | |
| parent | f7c9a4a0a8ab770dfe565c31c7c47585beb53594 (diff) | |
| download | godot-c79be979d47daae613d1b1bbc732a30a74f56543.tar.gz godot-c79be979d47daae613d1b1bbc732a30a74f56543.tar.zst godot-c79be979d47daae613d1b1bbc732a30a74f56543.zip | |
Batch of Bugfixes
-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
Diffstat (limited to 'scene/3d/visual_instance.cpp')
| -rw-r--r-- | scene/3d/visual_instance.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp index 5b40a4d7e..a82c69e67 100644 --- a/scene/3d/visual_instance.cpp +++ b/scene/3d/visual_instance.cpp @@ -359,13 +359,13 @@ void GeometryInstance::_bind_methods() { GeometryInstance::GeometryInstance() { draw_begin=0; draw_end=0; + for(int i=0;i<FLAG_MAX;i++) { + flags[i]=false; + } + flags[FLAG_VISIBLE]=true; flags[FLAG_CAST_SHADOW]=true; flags[FLAG_RECEIVE_SHADOWS]=true; - flags[FLAG_BILLBOARD]=false; - flags[FLAG_BILLBOARD_FIX_Y]=false; - flags[FLAG_DEPH_SCALE]=false; - flags[FLAG_VISIBLE_IN_ALL_ROOMS]=false; baked_light_instance=NULL; baked_light_texture_id=0; VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0); |
