This makes setting up AudioStreamPlayer3D nodes for Doppler playback
a bit easier.
- Move AudioStreamPlayer3D's Doppler Tracking property outside a group
since the group only had 1 property, which resulted in unnecessary
folding in the inspector.
- Put the AudioStreamPlayer3D Playing and Autoplay properties higher up
in the inspector since these are likely to be modified often.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
Implements per-pixel transparency feature on Android.
Allows plugins to do specific rendering and render godot UI on top
(useful for camera support with drawing on top).
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.
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.
This is only available on the GLES3 backend.
This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
Change incorrect `[/code]` closing tags to `[/url]` tags.
The `url` tags for the links to the Unicode code points information use `[/code]` rather than `[/url]` to close them.
This results in the links being rendered incorrectly in the IDE--the entire rest of the documentation for each method gets turned into a giant underlined link.
This issue was introduced in a2271ba3bd.
(cherry picked from commit b85688ac7d)
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.
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.
Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.
This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
- 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
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
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.
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.
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
(cherry picked from commit 9a72b0d3d0)
Investigations have showed that a lot of the random variation in frame deltas causing glitches may be due to sampling the time at the wrong place in the game loop.
Although sampling at the start of Main::Iteration makes logical sense, the most consistent deltas may be better measured after the location likely to block at vsync - either the OpenGL draw commands or the SwapBuffers.
Here we add an experimental setting to allow syncing after the OpenGL draw section of Main::Iteration.
Implemented splitting of vertex positions and attributes in the vertex
buffer
Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved
Made a project setting which enables/disabled the buffer formatting
throughout the project
Implemented in both GLES2 and GLES3
This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data
Updated Docs and Project Setting
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.
Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
Frame deltas are currently measured by querying the OS timer each frame. This is subject to random error. Frame delta smoothing instead filters the delta read from the OS by replacing it with the refresh rate delta wherever possible.
This PR also contains code to estimate the refresh rate based on the input deltas, without reading the refresh rate from the host OS.
This pull request adds a missing method description to `PopupMenu`.
This completes the documentation for `PopupMenu` and enhances usability by doing so.
Update doc/classes/PopupMenu.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit 2e3cbbcd11)
When appending text (either via `set_text()` or by pasting from clipboard),
if the input would make the `LineEdit` exceed its configured `max_length`,
the input text is truncated to fit. The discard part is passed as a parameter
in the `text_change_rejected` signal.
Fixes#33321.
Fixes#41278.
Also cleaned up unimplemented `max_chars` property in `TextEdit`.
Co-authored-by: Tony-Goat <70238376+Tony-Goat@users.noreply.github.com>
(cherry picked from commit 9a1ce8e6c3)
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
This pull request adds several descriptions to multiple different classes.
This improves the completeness of the documentation and enhances usability by doing so.
(cherry picked from commit 27e9df7778)
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.
Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.
Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.
Also update the documentation to be clear about node path update in the
editor and at runtime.
Co-authored-by: latorril <latorril@gmail.com>
(cherry picked from commit 3e4e530523)
This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.
(cherry picked from commit c6f28ed62b)
The CylinderMesh generation code handles this special case and
avoids generating the top and bottom faces if their radius is equal
to 0. This improves performance by reducing the number of vertices
to draw.
If both values are set to 0, nothing will be visible but the mesh
generation will still succeed.
This also improves the CylinderMesh class documentation.
(cherry picked from commit b4ed84ba2b)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
This backports the improved RayCast debug drawing functionality
from the `master` branch.
`ArrayMesh.clear_surfaces()` was also backported from the `master`
branch and exposed because the new debug drawing code requires it.
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
(cherry picked from commit 8f4ac7bc4a)
Add two new functions to the IP class that returns all addresses/aliases associated with a given address.
This is a cherry-pick merge from 010a3433df which was merged in 2.1, and has been updated to build with the latest code.
This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically.
(cherry picked from commit c63af17a31)
Added documentation to some `add_*_plugin` methods and the corresponding `remove_*_plugin` methods.
Added an example of how to register a plugin to `add_inspector_plugin` and linked to it in the other methods.
(cherry picked from commit e849157e07)
Proofread add_*_plugin/remove_*_plugin descriptions in EditorPlugin
(cherry picked from commit 21f0961610)
Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC).
Abort if year <= 0, this is not supported by the current algorithm.
Prevents an infinite loop further down.
Fixes#49022.
(cherry picked from commit 62efa30ed2)
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
(cherry picked from commit ce4aa07276)
This commits adds a new emitter type for particles material
and 3D CPU particles. The new emitter is called "ring"
and it can emit either in a ring or cylinder fashion.
This adds the following properties for the emitter:
1. ring_emitter_axis: the axis along which the ring/cylinder
will be constructed
2. ring_emitter_radius: outer radius of the ring/cylinder
3. ring_emitter_inner_radius: inner radius of the cylinder.
when set to zero, particles will emit in the full volume.
4. ring_emitter_height: height of the ring/cylinder emitter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
Seeking isn't implemented in built-in video formats and can only
be supported in GDNative-provided video formats.
(cherry picked from commit ea46639e22)
This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
(cherry picked from commit 554742312d)
Allows users to override default API usage, in order to get best performance on different platforms.
Also changes the default legacy flags to use STREAM rather than DYNAMIC.
Added note to say that custom shaders operate on VERTEX after the transform with software skinning rather than before (as is the case with hardware skinning).
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
Changes default ninepatch mode to preserve compatibility, and renames default mode to 'fixed'.
Also adds an editor restart to changing ninepatch mode and software skinning, which will be more user friendly.
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
If true, collision shapes are shown in the editor and at run-time.
Requires Visible Collision Shapes to be enabled in the Debug menu,
for collision shapes to be visible at run-time.
Based on the doc, I wasn't sure if get_closest_point would return the
closest baked point or the closest "source" point. It seems to use
baked:
8faecd6a47/scene/resources/curve.cpp (L809)
(cherry picked from commit ef5042a70f)
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.
3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.
Class reference is also updated and slightly improved.
`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.
This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
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
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)
This can be used to ensure a file has its contents saved
even if the project crashes or is killed by the user
(among other use cases).
See discussion in #29075.
(cherry picked from commit ab397460e9)
This can be used in server builds for journalctl compatibility.
(cherry picked from commit 341b9cf15a)
Fixes crash when exiting with --verbose with leaked resources
(cherry picked from commit 25c4dacb88)
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.
Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
According to the docs at
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class
> The get_visible_name() method is responsible for returning the name of
> the type it imports and it will be shown to the user in the Import dock.
> You should choose this name as a continuation to "Import as", e.g.
> "Import as Silly Material"
I've verified Godot's behavior reflects this, so the code examples
should reflect this.
Also document propagating save error in EditorImportPlugin.
It seems that the suggested code ignores any error from
`ResourceSaver.save`, but I think we should return it.
(cherry picked from commit 9676650f2f)
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
Like the Tween cheatsheet or Color constants cheatsheet, this references
a "cheatsheet" image from the documentation repository.
(cherry picked from commit 200f1cf015)
This can be used to print thread IDs in logs. This can make it easier
to debug multi-threaded applications.
Co-authored-by: Khaos <khaos@khaos-coders.org>
(cherry picked from commit 35b046ddf7)
This is how I would expect it to work, but the docs didn't clarify, so I
had to check the source just to make sure I wasn't responsible for
freeing the timer:
d39f6386ce/scene/main/scene_tree.cpp (L473)
(cherry picked from commit 6e7e4f82ec)
The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.
To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.
Docs updated for member set_visible_characters on RichTextLabel class.
(cherry picked from commit 463e2002ab)
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
The description for audio_track_set_key_stream referenced a parameter called offset, which is not a parameter for that method. The description now references the correct parameter, stream.
(cherry picked from commit 81dc9be973)
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.
Switchable in project settings between using octree or BVH for rendering and physics.
3.2 version of b5107715f1.
`get_seed()` still returns the previous state and not the initial seed,
because users may rely on this behavior for resetting the state in 3.2.
Documented this is going to be fixed in 4.0.
Co-authored-by: MidZik <matt.idzik1@gmail.com>
This allows the user to query the AnimationNodeStateMachinePlayback's current
play position and total length of current animation state. These methods are currently
used in the editor plugin, but can also be useful for querying general playback state
information.
Added documentation for AnimationNodeStateMachinePlayback's `get_current_play_position`
(cherry picked from commit 674fb52f52)
See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.
Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.
This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.
(cherry picked from commit 79ba70f7ee)
Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
GLES2: call resize_to_po2() with interpolate argument
Call resize_to_po2() in GLES2 rasterizer storage with either
INTERPOLATE_BILINEAR or INTERPOLATE_NEAREST depending on TEXTURE_FLAG_FILTER.
This avoids filtering issues with non power of two pixel art textures.
See #44379
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
(cherry picked from commit a655de89e3)
I verified this experimentally. I added a point at roughly (1,0,0), and
dragged a handle back to the origin. The result was:
```
get_point_position: (0.991079, 0, -0.000069)
get_point_in: (0.993409, 0, 0)
get_point_out: (-0.993409, 0, 0)
```
(cherry picked from commit c6093ae612)
- Mention Lua-style syntax.
- Make the code samples self-contained.
- Mention caveat with `const` (also in Array).
- Clarify the description of `size()`.
This closes https://github.com/godotengine/godot-docs/issues/4272.
(cherry picked from commit 5325de4e6b)
It's non-deterministic so it's better to show a fixed value like 0 instead of
having it potentially change whenever `randomize()` is called.
Fixes#43317.
(cherry picked from commit 35e6070a35)
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.
Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.
Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.
Fixes#39677.
(cherry picked from commit c5d8dafec4)
This improves download speeds at the cost of increased memory usage.
This change also effects HTTPRequest automatically.
See #32807 and #33862.
(cherry picked from commit 13357095ee)
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
As a result, it should be enabled only when banding is noticeable enough.
Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
Another bug in the octree has been discovered which can cause flickering in rare circumstances : #42895
For safety until this is fixed properly this PR reverts the default state of the octree to match the old behaviour, which doesn't appear exhibit the bug (or at least not as readily).
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
The GDScript `load` mention is moved from the class `ResourceLoader`
description to the `ResourceLoader.load` method description instead,
where it is more likely to be found.
(cherry picked from commit a8404cf56c)
Changed the documentation of distance_fade_max_distance and min
to be consistent with the behavior of the code as well as the user
documentation. Also noted the behavior of swapping max_distance and
min_distance (where max_distance < min_distance).
Fixes#36051.
Co-authored-by: Clay John <claynjohn@gmail.com>
(cherry picked from commit 90d1eda90e)
Users are sometimes confused as to the `pressed` property not being
visible in the Button class documentation. This is because `pressed`
is defined in BaseButton.
(cherry picked from commit 038baede5a)
InterpolatedCamera has already been removed from the `master` branch.
This adds a deprecation notice to inform people about the upcoming removal
in Godot 4.0.
Its functionality could be replicated in a GDScript add-on with relative
ease.