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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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commit
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390 changed files with 10701 additions and 10702 deletions
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@ -31,8 +31,8 @@
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#include "shader.h"
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#include "core/os/file_access.h"
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#include "scene/scene_string_names.h"
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#include "servers/visual/shader_language.h"
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#include "servers/visual_server.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering_server.h"
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#include "texture.h"
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Shader::Mode Shader::get_mode() const {
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@ -54,7 +54,7 @@ void Shader::set_code(const String &p_code) {
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mode = MODE_SPATIAL;
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}
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VisualServer::get_singleton()->shader_set_code(shader, p_code);
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RenderingServer::get_singleton()->shader_set_code(shader, p_code);
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params_cache_dirty = true;
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emit_changed();
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@ -63,7 +63,7 @@ void Shader::set_code(const String &p_code) {
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String Shader::get_code() const {
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_update_shader();
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return VisualServer::get_singleton()->shader_get_code(shader);
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return RenderingServer::get_singleton()->shader_get_code(shader);
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}
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void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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@ -71,7 +71,7 @@ void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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_update_shader();
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List<PropertyInfo> local;
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VisualServer::get_singleton()->shader_get_param_list(shader, &local);
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RenderingServer::get_singleton()->shader_get_param_list(shader, &local);
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params_cache.clear();
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params_cache_dirty = false;
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@ -104,10 +104,10 @@ void Shader::set_default_texture_param(const StringName &p_param, const Ref<Text
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if (p_texture.is_valid()) {
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default_textures[p_param] = p_texture;
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VS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
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RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
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} else {
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default_textures.erase(p_param);
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VS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
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RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
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}
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emit_changed();
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@ -166,13 +166,13 @@ void Shader::_bind_methods() {
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Shader::Shader() {
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mode = MODE_SPATIAL;
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shader = VisualServer::get_singleton()->shader_create();
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shader = RenderingServer::get_singleton()->shader_create();
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params_cache_dirty = true;
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}
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Shader::~Shader() {
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VisualServer::get_singleton()->free(shader);
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RenderingServer::get_singleton()->free(shader);
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}
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////////////
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