More 3D Work
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
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@ -93,6 +93,7 @@ const char *GDFunctions::get_func_name(Function p_func) {
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"load",
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"inst2dict",
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"dict2inst",
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"hash",
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"print_stack",
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};
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@ -863,6 +864,12 @@ void GDFunctions::call(Function p_func,const Variant **p_args,int p_arg_count,Va
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r_ret = gdscr->_new(NULL,0,r_error);
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} break;
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case HASH: {
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VALIDATE_ARG_COUNT(1);
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r_ret=p_args[0]->hash();
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} break;
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case PRINT_STACK: {
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@ -1238,6 +1245,12 @@ MethodInfo GDFunctions::get_info(Function p_func) {
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mi.return_val.type=Variant::OBJECT;
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return mi;
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} break;
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case HASH: {
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MethodInfo mi("hash",PropertyInfo(Variant::NIL,"var:var"));
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mi.return_val.type=Variant::INT;
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return mi;
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} break;
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case PRINT_STACK: {
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MethodInfo mi("print_stack");
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