* Moves 3D Camera interpolation scene side.
* Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`.
* Fixes `ClippedCamera` to work with physics interpolation.
* NOTIFICATION_MOVED_IN_PARENT makes node children management very inefficient.
* Replaced by a NOTIFICATION_CHILD_ORDER_CHANGED (and children_changed signal).
* Most of the previous tasks carried out by NOTIFICATION_MOVED_IN_PARENT are now done not more than a single time per frame.
This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same.
It turns out `NOTIFICATION_TRANSFORM_CHANGED` is deferred for these nodes, which can mean the transform is not set in the `VisualServer` until after the reset has been sent, even if the transform is set before the reset in script. This prevented the reset from acting correctly.
Here we explicitly set the transform prior to each reset, to ensure the `VisualServer` is up to date.
This fix works in both GLES3 and GLES2.
The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission.
Changes the implementation of non-interpolated global mode particles so that the vertices are specified in proper global space instead of local space (vertices were previously back transformed by the inverse of the parent transform).
1) Physics interpolated particles in global mode are specified in global space. In VisualServer they should therefore ignore local transform.
2) Additionally, the expected final_transform should be passed on to children, rather than the identity transform used on the local item.
3) Local bounds in hierarchical culling are fixed for items using identity transform, by calculating their local bound in local space from the global space particles.
As a convenience, physics interpolation is reset automatically on entering the tree. This will be desired in most situations, and saves the user having to write code for this explicitly.
Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
The bound Rect2 was previously incorrect because bone transforms need to be applied to verts in bone space, rather than local space. This was previously resulting in skinned Polygon2Ds being incorrectly culled.
Large groups of similar rects can be processed more efficiently using the MultiRect command. Processing common to the group can be done as a one off, instead of per rect.
Adds the new API to VisualServerCanvas, and uses the new functionality from Font, BitmapFont, DynamicFont and TileMap, via the VisualServerCanvasHelper class.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Backported from #70885.