Add scene side discrete level of detail.
New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
* Re-introduces a property for portals to decide whether they are included in room bounds during room conversion.
* Adds a special case for portals that extend into the start room, which may be caused by level design inaccuracies.
Logging is now allowed in any TOOLS build (rather than just in the editor), but still prevented in final exports.
Logging can be switched off via project settings.
Autoplacement is now logged.
- Implement shadow fading when using the Orthogonal shadow mode
(like in `master`).
This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.
This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.
The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
Modifies when 'DIRTY_LOCAL' flag is set to prevent a transform applied
using `set_transform` to be overwritten by previous calls to change the
node's rotation, translation or scale.
Fixes#43130.
A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input.
The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
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.
Fills particle data with zeroes on resize using set_amount(), to prevent garbage data including Nans being sent to VisualServer, which can corrupt the spatial partitioning.