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.
The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
and therefore reading outside the array range. This PR fixes this.
Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
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.
Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.
Fixes crash part of #42115.
(cherry picked from commit f3aaa713d9)
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).
Once converted to the native Godot nodes there is no longer a need for the naming requirements.
This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.
It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.
Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.
In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors
Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>
Binormal sign is encoded in the y coordinate of the encoded tangent
Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors
sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing
Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults
Created shader flags to specify whether octahedral or cartesian vectors
are being used
Updated importers to use octahedral representation as the default format
for importing meshes
Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.
This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.
This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.
This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.
This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.
This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.