Due to multi pass approach to lighting in GLES2, in some situations the rendered result can look different if lights are presented in a different order.
The order (aside from directional lights) seems to be simply copied from the culling routine (octree or bvh) which is essentially arbitrary. While octree is usually consistent with order, bvh uses a trickle optimize which may result in lights occurring in different order from frame to frame.
This PR adds an extra layer of sorting on GLES2 lights in order to get some kind of order consistency.
The `dev=yes` and `production=yes` options work as aliases to set a number of
options, while still aiming to allow overriding specific options if the user
wishes so. (E.g. `production=yes use_lto=no` should work to enable production
defaults *but* disable LTO.)
That wasn't working as `ARGUMENTS.get()` returns a string and not a boolean as
expected by `BoolVariable`, and this wasn't flagged as a bug... So added a
helper method using SCons' `BoolVariable._text2bool` to do the conversion
manually.
When using use_static_cpp we want to statically link with atomic as well
to make sure we don't incur any new runtime dependencies.
Scons doesn't quite support this so we do this little trick.
Fixes#45687.
This is really just a band-aid, our current buildsystem doesn't work well for
cross-compilation and needs a thorough refactoring to do so.
These functions don't yet exist on ubuntu 14.04 so this leads to build
problems there. Omitting these symbols in the generated wrappers fixes
this. If we want to start using these symbols at a later date we should
just regenerate the wrapper.
(cherry picked from commit f42a7f9849)
bsearch_custom arguments
name - type - description
value - Variant - bisection search value
obj - Any object instance - Location of the 2 argument comparison function
func - String - Name of the function declared in obj
before - boolean - first and second resolver
Fixes https://github.com/godotengine/godot-docs/issues/4564
We often hit "Too Many Requests" errors when uploading the cache with
`actions/cache` because there's a limit of 10 GB every 5 minutes, and we can
easily go over it when we amend or merge several PRs in a short timespan.
This will make the CI artifacts less useful for debugging crashes but there's
no real way around this.
(cherry picked from commit caea551d41)
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.
See #46214.
(cherry picked from commit e6abdc943d)
This suppresses the blocky shadow appearance, bringing the shadow rendering
much closer to GLES3. This soft filter is more demanding as it requires
more lookups, but it makes PCF13 shadows more usable.
The soft PCF filter was adapted from three.js.
Remove reference to "icon" (must have been a copy-paste error) & clarify where to find out what names & node_types are valid.
(cherry picked from commit d397c32169)
With smaller arrays/dictionaries, this makes it possible to view all of
an array/dictionary's items on a single page.
Larger values could be used, but make switching between node selections
quite slow, especially on low-end CPUs. They could also be problematic
with complex resource inspectors for arrays/dictionaries that contain
Resources.
This closes https://github.com/godotengine/godot-proposals/issues/2058.
(cherry picked from commit d97d65b184)
This makes them easier to distinguish, especially when used
in a TileMap.
The default color's opacity has been slightly decreased to account
for the new outline.