visual server now sorts based on aabb position
this was causing issues with scenes where the origin of the objects was set for all objects to the center of the scene, making transparent objects sort improperly This work was kindly sponsored by IMVU Co-authored-by: RevoluPowered <gordon@gordonite.tech>
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@ -2025,8 +2025,8 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
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geom->gi_probes_dirty = false;
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}
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ins->depth = near_plane.distance_to(ins->transform.origin);
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Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
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ins->depth = near_plane.distance_to(aabb_center);
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ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
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}
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