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.
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.
Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.
Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.
This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
In some situations looking out from an internal room it was possible to look back into the portal into the internal room.
This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.