diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 2cc3086acf4..48365e4e119 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1205,7 +1205,7 @@ See also [member rendering/quality/skinning/force_software_skinning]. [b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix. - + The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches. Larger branches can increase performance significantly in some projects. diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 9473a21ff77..1cadaa5ee21 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -2442,7 +2442,7 @@ VisualServer::VisualServer() { GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false); const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance"; - GLOBAL_DEF(sz_balance_render_tree, 0.17f); + GLOBAL_DEF(sz_balance_render_tree, 0.0f); ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); GLOBAL_DEF("rendering/quality/2d/use_software_skinning", true);