At runtime, packed scenes with nodes marked as editable instance where
saved with node type tags, which prevented the scene to be then loaded
as an instance, causing duplicated nodes in the tree.
This change ensures nodes marked as editable instances and their owned
children are properly set as instances.
That doesn't make a difference in the editor, since such nodes where
already set as instances based on their instance state, but it helps
at runtime where instance states are disabled.
Co-authored-by: latorril <latorril@gmail.com>
(cherry picked from commit fab88a810c)
When converting portal meshes during import, indices were not being taken into account, which could lead to incorrect estimation of the portal direction. This PR now copes with either indexed or non-indexed portal meshes.
Added a bug fix to cope with portals pointing almost directly straight up or down, which could cause problems with the lookat transform.
Added the ability for named portals to link to short room names (in addition to postfix room names).
The PVS mode enum had been declared using scope operator, which does not seem to work correctly from GDScript with the BIND_ENUM_CONSTANT macro.
This PR removes the scope operator in the declaration.
For both 2D and 3D, three methods are added:
- `get_floor_angle` on `KinematicBody` to get the floor angle.
- `get_angle` on `KinematicCollision` to get the collision angle.
- `get_last_slide_collision` to quickly get the latest collision of `move_and_slide`.
This is already supported by FreeType, but it wasn't exposed.
Adding support for WOFF2 would require linking a Brotli decompression
library in Godot, so only WOFF1 is exposed here.
This is to mimic the behavior of many third party text editors.
The reasons it's not doing it when moving by word is due to that
behavior being mostly the same on other editors.
This was backported to 3.x from pull request #51502.
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting
Update _get_array_from_surface to also support vertex stream splitting
Add a condition on split stream usage to ensure it does not get used on
dynamic meshes
Handle case when Tangent is compressed but Normal is not compressed
Make stream splitting option require a restart in the settings
Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions
Update Sprite3D to use the dynamic mesh flag
* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.
They also work outside the portal system.
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent.
Now it's done in both 2D and 3D, as it's already done in 2D on master.
This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or SpatialMaterial).
The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
Previously, you would be able to double click a word, followed by
single-clicking another word on the same line, which would select the
entire line. Now, it will only select the whole line if the mouse
position has remained the same after the double click. This mimicks the
behavior in most third party text editors.
Fixes#51312.
(cherry picked from commit 408401a642)
This is incorrect and not fully implemented, and results in inconsistency in the UI and in the hovering variable.
(cherry-picked from commit edcbe88389)
This backports the high quality glow mode from the `master` branch.
Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.
High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
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.
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.
This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.
This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.
This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
Due to an oversight in the autoplace recursive search for static objects, static objects were getting added twice to the portal renderer, which meant they were being rendered twice, lowering performance.
This PR corrects this horrendous error.